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File: Manor_1.jpg (1.5 MB, 3523x3915)
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Tackling this one is going to be a right mess, Trenchers.

We were initially puzzled by a heavy push down the Seriaki valley. We thought Legion Command had finally gone mad, given up on strategy. Maybe they simply wanted try to smashing apart the defensive lines by sacrificing men and material to the grinder. We are so used to the Legion being efficient and meticulous that High Command had no plan for how to response against complete madness. It rolled up the 2nd and 5th Corps and, as mentioned, cut off the 3rd. We were all practicing our Pytherii and trying to work out the conjugations because there seemed to be no stopping them.

And then a miracle happened.

As it turns out, Legion Command over-extended their forces into a brittle advance. And rather than be washed away by the time they were low on supplies, surrounded and facing down the largest mass movement of soldiers in four months the 3rd started gaining ground. Not much. But enough to stall the forward momentum and cut into the Pytherian supply lines.

Now, I am telling you all this so you understand, Trenchers. IntSec estimates that there's a a non-zero chance they threw everything into the fight because they know we captured the Operator Soul of Ravenpoint - and this is also why the Arcani asked their agents to blow their own cover and attempt an extraction. It reeks of desperation. They absolutely do not want us to interogate Voltera. He's holed up in an old estate. The Pytherian main thrust is inching forward and if they manage to gain enough ground that they can safey extract Voltera, we will not have another chance.

So you cannot - cannot - let them get to him . . .


>Previous: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Trenchers

>https://www.youtube.com/watch?v=vUBiRXXwqdI
>>
File: Trenchers_v6.jpg (1.6 MB, 2109x2837)
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I wish I could tell you some good news.
I wish I could say they won't know we'll be coming, or that they'll be under supplied, or tired, or worried.

Trenchers, I can't lie.

Our enemy knows we'll be coming, will be holed up in a heavily defensible position, they'll be highly motivated, well equipped and prepared to die for the cause because they know that even in death they might still serve and should they die preventing us from getting to Voltera, we won't ever learn enough about their Unity project to find out how to stop it. So, Trenchers.
It appears I am once again asking the impossible.

But.

Gerean pauses a moment with a brief, wry smile

Since it also appears that you have a continual habit of modifying or disregarding orders, then I am sure that merely because I tell you the task will be impossible you fully intend to go ahead and do it.

Now snap to.

I want a requisition form of necessities and a plan of attack on my desk soonest.

>Incomplete Guide https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit?usp=sharing

==Name==
Ht XXFocus XX Reaction XX
AP YY Grit YY Crunch YY (4 or 0)
--
Accuracy-XX
Fieldcraft-XX
[Other Skill]-XX
--
Hand1: WEAPON

>Experimental Equipment for Pilots: https://docs.google.com/document/d/1ZoWo7O3deJ6fFNVcWh3zNz0JpQoM0SMNUwRBS-Q6Ipo/edit?usp=sharing
>>
File: GunsGunsGuns.png (827 KB, 2314x1444)
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Rolled 6, 6 = 12 (2d10)

==Supplies==
35 + 2d10

--
>>
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To make up for the collosal intelligence failure in Ravenpoint, IntSec has pulled out all the stops for this one.

We've done one initial sweep of their position.

The opposition we should expect this time is a a platoon of Pathfinders with limited heavy backup, but "limited" is not "no". They have AT guns and two Light Walkers guarding the position.

The Walkers may have taken damage from participating in the latest push.

We cannot look inside the buildings.

We know, however, that the compound will also hold

THREE Theurges and FOUR Arcani Agents. The Theurges should each have a bodyguard of 2 Legionnaires, for SIX Legionnaires.

Other questions?
>>
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=Command Staff=
47 supplies banked for this operation.
>>
>>2737787
Do we have any new gear for us ResOps ? I feel a little inadequate, looking at this.
>>
Had to split up my post because of connection errors.

>>2732665
>Level up Accuracy.
>>2726352
>Unfortunately, Command cannot tell you what your new talent is, because you are MIA.
>>2732216
>>Check new talent.

==Lt. "Rookie"==
Ht 12/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-15
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range.
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
VindicatorGL (ammo 6/6 (2/2); frag, smoke, fire, stun {TBD})
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>>2732162
>I'd have to be some kind of real clever agent to to lure a group of soldiers away from the ship carrying an important asset and papers about the facility at Ravenpoint on some kind of wild red goose herring chase, right after Command explicitly ordered you not to.
>>2732343
>Look; I'm sorry, but our mission was to get Voltera. We figure this is a decent trade. You get your ... rookie? Is that seriously your nametag--- and everything's well.
>>2734377
>. . . Luckily, following this kerfluffle, the Pytherian arcani revealed themselves trying to extract asset Voltera and all the information we had so far.
>>2737787
>THREE Theurges and FOUR Arcani Agents. The Theurges should each have a bodyguard of 2 Legionnaires, for SIX Legionnaires.
Was the Pytherian arcani working with the Rebus Agents, or are they separate? Where are the Rebus Agents?

>>2732665
>That "Newly discovered intelligence" is the spare pieces of paper extracted from Ravenpoint by Cube and Foly. They, like sigilcores, allow investment and investigation in equipment upgrades or protocols.
>>2717933
>>Develop something to help with BT mobility. Or an AoE chemsprayer.
>>2716991
>"Any way we can have a proper sniper rifle maybe a designated marksmen rifle or something around that. If that's not possible, then having some way we can perform field resuscitation would be wonderful. "
Requests from Mission 4: Masked Spirit that weren’t addressed.

My requests: something to further increase Surgeons' chances of reviving others. What are their chances of resuscitation?
>>2726316
>HEy command how do you get better at your talents and is there a medical one for a trencher?
>>2726327
Perhaps some way for Trenchers to obtain similar levels of medical training as Field Medics, or improved Field Kits. An option to provide troopers with similar medical gear or training would be nice.
>>2737780
>>Incomplete Guide https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit?usp=sharing
You can always [WITHDRAW] to a flag for 4 AP. In most cases, THIS IS BY FAR YOUR SAFEST OPTION.
Perhaps a way to make this easier would be nice. Are the [Withdraw] limitations the same as Redeploy?
>>2734377
>Unfortunately, owing to the distraction of our forces, a detonation charge planted in the canteen and a surprisingly extensive network of bribery, negligence, malfeasance and corruption, we no longer have Voltera.
>>2735643
Aside from that, are there ways to prevent further infiltration attempts in the future? Perhaps one that could be used in the field?
I noticed >>2726194 some of the Rebus Agents had grey boxes with Xs for armor instead of grey circles, which likely means there's still room for improving armor.
>>
>>2737787
>pic
Where are we deploying from? North-West behind the river?
>>2737768
>Now, I am telling you all this so you understand, Trenchers. IntSec estimates that there's a a non-zero chance they threw everything into the fight because they know we captured the Operator Soul of Ravenpoint - and this is also why the Arcani asked their agents to blow their own cover and attempt an extraction. It reeks of desperation. They absolutely do not want us to interogate Voltera. He's holed up in an old estate. The Pytherian main thrust is inching forward and if they manage to gain enough ground that they can safey extract Voltera, we will not have another chance.
>>2737787
>We cannot look inside the buildings.
Any idea where Voltera is? A general direction? How would we gain vision aside from entering the building ourselves?

>>2732441
>Rolled 6, 4, 2 = 12 (3d6)
>>Shoot frag canister @ 2x7 3x2. +6 Range. Evaluate 2. 2 ammo. 5+2+2 AP.
>>2732478
I noticed my frag canisters bounced off the walls instead of over it. Is it because it's assumed there are roofs on each building, blocking the shots from arching over it? Are there ways to know which walls can be arced over, is it the ones with thick, solid black lines?
>>2724666
>>Build wall across doorway using as much focus as needed to make it sturdy and make sure I'm not on the side where the frag is where I'm done
>>2725446
For instance, was the wall Tr12 | Slacker had made in grey panels one that could be arced over?

>>2737850
>Troopers generally follow orders (1 AP).
Is the AP costs for giving orders the same 1 AP for all NPCs, or only 1 AP for the Troopers because of their low Tac value?

>>2737787
>Other questions?
How much time do we have before the operation begins? I'd like to finish some stuff.
>>2732665
>2) Memorial service in the ship mess. BYOB.
Are we allowed to open the graves and caskets and give them stuff like flowers or items to help them in the afterlife? I wasn’t able to do so earlier.
>>
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>>2737851
... Possibly, ResOp Hemera.
>>
>>2737896
Of The Book operations do not allow further Field Training. Sorry Rookie, no Accuracy increase this time.
>>
>>2737896

[Controlled Psionics]-lvl 3
>Within [GRIT], spend AP interchangeably on any unit.
1 AP or Focus deal 4 HT damage. Spend 2 AP to expand AoE by +1. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range, hitting 1 AoE and finding Connections.
>Spend 4 AP to manifest a Projection within GRIT, which has AP = Your AP, disappears at the end of your turn, and can otherwise take full actions.
>>
>>2737922
The Arcani is the Theurgical secret agents.
The Rebus is the Senatorial Secret Service.

Similar acronym soup, different political affiliations. We haven't encountered the Rebus Agents - but they couldn't have both kidnapped you, then returned to us to steal away Voltera.

Eyes up. They might still be out there.

Withdraw and Redeploy at the same functions.

We can still improve armor, but it will start to slow us down.
>>
>>2737986
>>2737768

'Let's get our prize back.'

==Tatiana==
Ht 10/10 Focus 12 Reaction 7
AP 12 Grit 2 Crunch 4
--
Accuracy-9
Fieldcraft-10
Hack: 12
--
Hand1: Driet Raildriver
-
[Integrated Compliance Protocols]: Spawn a drone for 3 AP. Roll vs Processing for your model. Margin decides.
>>
>>2737950
Deployment:

Depends on Trencher desires. That's why you are asked to PLAN THIS OUT.

--

Enter the buildings. He is likely in the best defended one - the larger one in the south-east.

---

You should always assume a roof exists. Individual free standing walls and other cover can be arced over, but otherwise, any enclosed area will have a roof.

--

Orders are the same for all NPCS, but some allies may not follow them. Troopers are explicitly 1 AP because a sufficiently motivated sergeant could micromanage a squad of Troopers.

--

You can, if you wish to give the Lost something to help them on their journey.

--

Preparation will run for a while yet.
>>
>>2737850
"ooh boy! New guns!....wait of my god HAZOCOMS!!! OH MY GOD I'VE HEARD SO MUCH ABOUT YOU!"
>Swoon for hazocom's
>Increase grit by 1 more luck! :D
>Get a rail rifle because I feel I deserve it.
>Be a bit sad because I don't have another level of coordinator but thats okay becuse HAZCOMSSS
>Wonder what the invert option of the rail driver does.


==Ukarl==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 3 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out.
>>
>>2737986
"I see, interesting, sacrificing stability for power ? I can't say I could use it efficiently, but it'd be good for Fire or Water ResOps... Unless it's locked to Force specialists ?"
>>
>>2738066
Flip the switch near the handle and you change from a long range kinetic accelerator with penetration capabilities to a short range rapid fire weapon.

At Stable firing mode, the Driver fires one shot. You can fire multiples, but charge build-up prevents anything but the most well placed shot from striking home as recoil gets unmanagable.

in rapid fire mode the Raildriver fires smaller metal shavings.

>1, 4 --> 1 ammo spent is +1 to hit and every 4 margins scores another hit.

>4, 1 --> 1 ammo spent is +4 to hit and every margin scores another hit.

Use the more stable mode of fire to perform long range operations, and switch to rapidfire mode when closer to your targets. Best of both worlds. Until the the weapon catches fire and overheats.

>Something cut out though - that's meant to say 8x range penalty and half damage.

>>2738071
Not quite, ResOp. We can jigger it so any ResOp can use the kinetic manipulator. It's not much good for precise work, hence the "Kinetic" in the name. R&D has a strange sense of humour.
>>
>>2738087
Whats the range on a gun anyway???
>>
>>2738094
Depends on the conditions of the environment and is always listed on the map near the compass.

For this venture, it should solidly be -1 per 3 hexes.
>>
>>2737987
fug. That'd be the same for other Trenchers in the last operation.
>>2732443
>>2732607
At least we looted extra supplies for this mission.
>>2737850
>>2737781
So spare supplies carry over subsequent missions, and extra supplies are rolled.

>>2737986
>Driet Raildriver. Damage 3d6(2)
>Vindicator GL. Damage 3d6x2 [frag].
What's the difference between (2) and x2 for damage multipliers? Is it merely style?

>>2738066
>>Increase grit by 1 more luck! :D
>>2737987
So you got the memo.

>>2738094
It's Weather. It's shown in a corner.as 3/-1 or 4/-1. Malus is per multiple of tile, not per tile after the limit
>>2732343
Here it’s in the top-left corner as 3/-1. At 3- hexes it’s 0 malus. At 4-6 hexes it’s -1 to hit. 7-9 would be -2 to hit and so on.
>>
>>2738103
Not quite.

The Vindicator rolls it damage, then multiplies that total.

the Raildriver fires 3d6 versus half target DR - that is (2).

The standard bttank Cannon deals 3d6(4) - that is, 3d6 versus 1/4th rated armor.

3d6 x2 --> 6-36 damage
3d6 (4) - 3-18 damage, but versus 1/4th DR.

Assuming you standard sigilcraft armor plating works approaching the way ours do, a Cannonshot that rolls 9 damage will penetrate 5.

A grenade will land, deal 9 damage, actually hit for 18 because 2x and /actually/ bounce clean off the armor plating.

A well aimed cannon might head for 15 damage, penetrating.

A very lucky grenade might hit for 17.

The cannon, however, will do so at a much more reliable rate.

(14 rolled cannon damage translates to 10 damage, but 14 rolled vindicator damage translates to 9)

Does this mean the Raildriver is approaching the power of a cannon?

Sort of. It also has a horrible, horrible tendency to explode into flame. Especially in rapid fire mode.
>>
>>2738136
Command, can we deploy from the southern edge of the map?
>>
>Leaving this here for future reference

==Butters==
AP12 INT 40/40 Focus 0/12 DR16 Luck 9
--
Accuracy: 9
Robopunch: 12 (1d6+m)
--
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[Cannon] 3d6(4), 4AP, rld 6AP
[MG] 2d6+2, 2AP [Autofire3], 60deg
[Daredevil Operator] Gain a LUCK FACTOR.
Increase the critical failure chance of your actions freely to add that much [stat] to Skills. /Decreasing/ it requires 2 AP as you fight your worse instincts. 2 AP gives your current factor as a numerical bonus to AP, DMG, RANGE.
Sacrifice INT = Factor to mitigate crit failure chance this turn.
>>
>>2738208
We could.
>>
>>2738235
So we can deploy right in the southern courtyard, bypassing all defences? Seems too convenient.

So, planning.

Things to note:
>MOST IMPORTANTLY: we have a ton of supplies, and this is a critically important mission. Spend supplies like the world dies tomorrow, because it just might.

>There's no safe place for a BT do deploy, except right in the courtyard from the south (if we can deploy there)

>We need to think not only about the assault, but also the extraction. There's every possibility that the extraction will meet complications.

>The hill to NW is a great position, but a BT deployed there will be shot to pieces in a turn. An infantry sniper, on the other hand, will be safer.

>Whenever you have extra Ap, don't forget to dump them into the teamwork pool


Considering this, I propose the following plan:

>If we can deploy in the courtyard, plant a flag and fortify right there
>If we only can deploy in the SW corner, breach the wall of the building, clear it and plant a flag inside
>In both cases, spam troopers and veterands from the flag.
>Leave someone outside to command the troopers and call artillery strikes
>The rest storms the main SE building
>The best way to storm it is to climb onto the roof and breach from above, bypassing possible defensive positions and traps.

Thoughts?
>>
Rolled 1, 1 = 2 (2d10)

>>2738379
Ok.

==Stump==
Ht 12 Focus 10 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: CIW-82
>>
>>2738136
>>2738697
1, 1
Sheer Bloody Competence
"Ghouls? Goblins? Ghosts? I'm the guy with the gun."

>On your turn, in which you previously killed any target, regain 1 Focus per kill or down
>You ROF at +1 better (1/2 for standard Chirni)
>You have +1 Reaction
>Spend x3 the Standard Cost of a weapon (9 for the Chirni) to shoot once and force a crit.
>Do Something Extraordinary to... well, hm?

==Zero==
Ht12/12 Focus12/12 Reaction10
AP10 Grit4 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/2 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit

"Conscripted and ready. Give me some targets so I can rack up a count. I see you're all coming up with the breaching plan, give me the sitrep and I'll see If I'm creative today."

>>2738697
(Looks like we've got the same bit of death in us. I'm keeping an eye on you. Happy hunting out there, yeah?)
>>
>>2737768
(Here's the Skirmish discord link for you)

>https://discord.gg/jnUHeDB
>>
>>2738235
"Just a question here command, do we all have to spawn in together? Not that 'teamwork' isn't great and all, but hitting them hard and fast on multiple fronts might prove beneficial. Particularly, I don't want to be deployed where I don't think I'll be very effective just because others might want to hit something in particular."
>>
>>2738811
Moreover, it may be advantageous not to spawn everyone at the same time. For example, it would be prudent to clear a deployment zone before spawning the fragile ResOps
>>
>>2738811
>>2738052
>Depends on Trencher desires. That's why you are asked to PLAN THIS OUT.
"We've deployed from off-map separately in the past. >>2720729 Mission 5: Ravenpoint for example. We’re suppose to state our deployment zones so CC will know in advance which ones to prep.”
>>2738379
>>There's no safe place for a BT do deploy, except right in the courtyard from the south (if we can deploy there)
"Problem is, as this Trencher has stated, is that there are limited areas where deploying in won't get us immediately spotted and spawn camped. We can't act on the same turn we're deployed. I think it's reduced to the same phase if we know the coordinates of the deployment area in advance."
>>2738813
"indeed. I wonder if we can call in an initial barrage or support before we deploy to cover our deployment."
>>
>>2738816
If we can deploy separately, I propose a main assault from the south with a support/diversion group deployed on the NW hill.
>>
>>2738820
Sounds good. NW hill is the only spot B-Tanks can deploy from without being spotted.
I'll try drawing a map depicting the vision cones of enemy units to give us deployment zones.
>>
>>2738816
A little incorrect, but only on the edges.

If the deployment zone is clear, you can act the same turn you deploy.

Eg: If deploying from a friendly BT you know which hex where and when, and you can simply act from it as you deploy.

If deploying in a more general since, then Command has to put you somewhere on the map that oesn't result in an immediate death (We do try to deploy you with some respect for your lives). That makes acting immediately harder.

If you mark a flag ("A1") or a Bt "("Pilot 2") you can act as you deploy.
>>
>>2738811
If you want to try a multi-pronged assault, we can accomodate. South and North simultaneously also cuts off any escape.
>>
>>2738751
>>2738697
How competent.

>>2737787

==Trenchers==
Re1 | Hemera
>[Time] [ Ht 10 Focus 14]
Tr2 | Rookie
>[Psion] [Ht 12 Focus 12]
Te3 | Tatiana
>[Drone] [ Ht 10 Focus 12]
Te4 | Ukarl
>[Coordi] [ Ht 10 Focus 12]
Pi5 | Butters
>[Cannon / Mg] [Int 45, Focus 12]
Tr6 | Stump
>[Comp] [Ht 12 Focus 12]
Tr7 | Zero
>[Comp] [Ht 12 Focus 12]
>>
Rolled 10, 10 = 20 (2d10)

>>2738879
Do we have any intel on the Light Walkers and AT guns?

Also, rolling for Trencher ability.
>>
>>2738883
Ehehehehe

AHAHAHAHA
>>
>>2738883
>Also, rolling for Trencher ability.
>Rolled 10, 10 = 20 (2d10)
>>2737780
>>Incomplete Guide https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit?usp=sharing
10, 10
Shot on sight.
RIP.
>>
>>2738213
>>2738883
>Also, rolling for Trencher ability.
You're a pilot though. You shouldn't have both a Trencher and Pilot talent.
>>2738889
>>2738892
If you can, well nice knowing you.
>>
>>2738894
No one said I will deploy Butters
I only posted his stats because suptg is blocked at work
>>
>>2738879
Ready.
>>
>>2738898
Oh. I interpreted that as submitting your character early.
If that's the case I wonder if you're insta-killed, or if you have to avoid everyone when you deploy.
>I only posted his stats because suptg is blocked at work
4chan isn't?

>>2738879
>>2738836
Still drawing that map. Getting used to GIMP.
>>
>>2738910
4chan isn't, unexpectedly.
>>
File: Manor_2 Sightlines 3.jpg (3.17 MB, 3523x3915)
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>>2738910
>Still drawing that map. Getting used to GIMP.
Drew the map. I wasn't certain how vision worked outside of it being a cone in front of (center of faced hexed and adjacent) the person.
Vision cone is assuming 4/-1 x2 range for vision.
Red cone is assuming it ends as soon as it reaches foliage, orange at the start of the 2nd foliage hex, yellow at the start of the 3rd. Green is if they can see through foliage normally.

Colored dots are deployment spots, as they have to come from an edge not blocked by obstacles.
>>2706678
Light blue is spots where B-Tanks can fit and deploy, as they are slightly larger than 1 hex. Light blue question marks is uncertain with large obstacles or walls in the path.
Dark blue is spots where footmen can deploy.
>>
>>2738966
A BT deployed on the NW hill can't do anything without entering the sight of three AT weapons.
>>
>>2738969
This is from how the units are originally stationed. If positions change then it's an entirely different story.
>>2738966
I forgot to draw question marks over buildings as we don't know what's in them.
>>
>>2738966
>Vision cone is assuming 4/-1 x2 range for vision.
>>2738969
They aren't. 4/-1 is the furthest Weather condition possible. x2 Weather is vision. Assuming vehicles aren't easier to spot beyond vision, then they won't be spotted as soon as they're deployed.
>>
>>2738969
>>2738973
In an attempt to model the importance of sight lines, spotting usually takes place at 2x Weather. About 6 for this map.

Keep in mind that talking is considered a free action however, and just like you, the Pytherians can share vision. So if they have a displaced unit away from a group and that unit spot you, they can, on their turn, usually warn their comrades.

This how you get shots beyond the 2x Weather vision range - someone else is doing the spotting.

There are also tools that allow marking and binoculars and so forth.

But to be specific, a BT posted on that hill NW would gain an elavation bonus on shots and not be immediately targetted, since it would be "unseen". Once firing commences however, expect (inaccurate?) counter-artillery.
>>
Rolled 6 (1d10)

>>2738883
>>2738889
>https://www.youtube.com/watch?v=ypNgvc6c6Cc
>>
Rolled 4, 3, 5 = 12 (3d6)

>>2738979
[Screaming goes here]
>>
>>2738966
>Red cone is assuming it ends as soon as it reaches foliage, orange at the start of the 2nd foliage hex, yellow at the start of the 3rd. Green is if they can see through foliage normally.
>>2738966
Which of the vision cones for foliage are correct? The green one ignores foliage?
I'm assuming the ash pile next to the mid-West Walker blocks vision.
>>
>>2738966
I will insert from the east road and switch to the Chirni-77.
>>
File: M1_E1_BaseApop.png (1.67 MB, 2381x1344)
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>>2738979
>>2738982
>>2738883
"Oh. Hello.

And who might you be?"
>>
>>2739005
You thought that grenade would be enough to stop me. Didn't even nail the coffin shut.

Surprise.
>>
>>2739005
Oh, can I have some coffee? They don't have any in hell.
>>
File: IntSec_1.png (1.08 MB, 1397x1382)
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>>2738883
We do.

The Ats are not autonomous and require Pathfinders. They can be operated by a single Pathfinder, but are much more effecient when operated as a team.
>>
>>2739036
If those are just light walkers I never want to meet the heavy ones.
>>
File: M6_E2_Coffee.png (1.72 MB, 2391x1392)
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>>2739028
>>2739011
"Welcome back, Squad Leader."

"We still have a job to do."

"Are you in?"
>>
>>2739048
https://www.youtube.com/watch?v=KIZc4uKIcBU

Oh you bet.
>>
File: IntSec_Heavy.png (699 KB, 2234x1253)
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>>2739041
They are almost universally bad news.
>>
>>2739065
That's a Heavy Walker? I thought that was a VTOL.
>Those stats.
>Takes off helmet.
"Mother of god... "
What's the stats on their pilots?
>>
>>2739036
>>2682022
>>2707281
>(Presupposing no defenses. Theurges and shielded individuals might resist this kind of thing with their FOCUS stat)
Which of these units have Focus? What's their Focus? Can they use Focus the same way we do?
>>
File: M6_E3_ShakeHand.png (1.69 MB, 2325x1328)
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>>2739056
"Well then, Alice.
Let's get to work."

10, 10 + 1d10=6 + 3d6=12
[ Apotheosis #6--12 ]
“What has science wrought?”
You lose your HT stat.
You have 35 Focus. Focus doubles as your HT stat.

You were made a beacon to be the Other. It bleeds through you.
Gain a [Threshold] stat of 3.
You can innately:
Choose to passively add Threshold to anything you do
Take 3x AP cost to multiply effect by Threshold.
Spend 10 AP to increase your Threshold. 5 AP to lower. (It does not go below 3)

You may, in direct LoS:
Mark a source of light, heat or flame for +1 Empyreal Boon
Mark a source of Life for +1 Animus Boon
Reap a corpse or life for +1 Vitae Boon.
Mark ... to learn?
All Boons convert to HT for anyone in direct LoS at 1:3, or Focus for you at 2:1


Threshold+Boon [rolled] manifests a Change.
>>
>>2739125
Why would I want to lower [Threshhold]?
>>
>>2739142
I was wondering the same.
>>2739125
>You were made a beacon to be the Other. It bleeds through you.
You probably draw aggro from enemies.
>>
>>2739142
The Other has corrosive effects on mundane reality. Pushing past the safe threshold is unsafe.

Also a typo:
Choose to passively add Threshold to anything you do (Costing 2 AP extra)
>>
>>2739106
the ability to use sheer will and focus to power through obstacles is a little understood science.

Should someone try to force someone with sufficient focus to do something they do not want to do, they usually roll to Disagree.

You have experienced this.

Spending Focus to push past the constraints of normality is a side-effect of the Trencher Project, and as far as we know, only those with a slight spark of the other can sufficiently leverage this capacity.

Theurges deal with this on a daily basis as part of their training, and are one good example. But as we can't directly measure their resilience by reading reports, we cannot tell you what it might be.
>>
>>2739106
>>(Presupposing no defenses. Theurges and shielded individuals might resist this kind of thing with their FOCUS stat)
What counts as a shielded individual? Any individual with Focus?
>>2739161
>Should someone try to force someone with sufficient focus to do something they do not want to do, they usually roll to Disagree.
How do the odds work for this? Higher odds with more focus?
>Theurges deal with this on a daily basis as part of their training, and are one good example. But as we can't directly measure their resilience by reading reports, we cannot tell you what it might be.
So we gotta probe or capture them, got it.

>>2739125
>You lose your HT stat.
>You have 35 Focus. Focus doubles as your HT stat.
Interesting. I wonder if there are any complications from this.
>All Boons convert to HT for anyone in direct LoS at 1:3, or Focus for you at 2:1
Aside from that.

>>2739153
>The Other has corrosive effects on mundane reality. Pushing past the safe threshold is unsafe.
What's the safe threshold?
>>
>>2739194
0.
>>
>>2739196
How do we know problems are caused by pushing past the safe threshold?
>>
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>>2739200
It will be, Command is saddened to say, manifestly obvious.

Push too far into the depths the Other and you end up with . . . Well.

An awkward perspective on what constituents real.
>>
File: Manor_3.jpg (1.67 MB, 3523x3915)
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==Trenchers==
Re1 | Hemera
>[Time] [ Ht 10 Focus 14]
Tr2 | Rookie
>[Psion] [Ht 12 Focus 12]
Te3 | Tatiana
>[Drone] [ Ht 10 Focus 12]
Te4 | Ukarl
>[Coordi] [ Ht 10 Focus 12]
Tr6 | Stump
>[Comp] [Ht 12 Focus 12]
Tr7 | Zero
>[Comp] [Ht 12 Focus 12]

--

But let that lie for now. Focus on your jobs.

--

47 supplies.

--

Based on Lt Rookies and Stumps one Trencher Anon, we have deployment zones.

Command suggests you initiate when ready . . .
>>
>>2739223
Unfortunately, I can't deploy right now.
See you in ~10 hours
>>
>>2739223
>Based on Lt Rookies and Stumps one Trencher Anon, we have deployment zones.
>>2738052
>You can, if you wish to give the Lost something to help them on their journey.
Aw crap. I was too busy being a productive soldier of society that I didn't get around to gravedigging.
>>
Rolled 5, 3, 6, 6, 6, 2 = 28 (6d6)

>>2739223
Ok.

> Deploy C4
> Move 4444
> Take Cover on the west-facing wall
> Throw a frag grenade over the building, 3334
> Spend 4 Focus
> Shoot at 4RoF at target 33344 from deployment zone C8
> Overwatch South
>>
>>2738983
I'm assuming this is the case and make the corrected one with
>>2738976
>In an attempt to model the importance of sight lines, spotting usually takes place at 2x Weather. About 6 for this map.
>>
Rolled 2, 6, 2, 2, 1, 5 = 18 (6d6)

Had to shorten my post for connection errors.

>>2722203
>While we could technically give the soldiers new gear, HIgh Command frowns on the paperwork and we're close to being shut down as is. You can issue them Specialized Gear at 2 Supply per Gear.
We can deploy units with specialized gear. Like Troopers with Storm Shields for 1+2 Supplies.

>>2738029
>>Spend 4 AP to manifest a Projection within GRIT, which has AP = Your AP, disappears at the end of your turn, and can otherwise take full actions.
What are the limitations of Projection? Does Projection have the same gear and ammo I have, and drain the same ammo from the main body?
>>
Rolled 5, 5, 5, 3, 3, 3 = 24 (6d6)

>>2739240
>> Deploy C4
>>2739223
>Deploy A5.
>Free dodge @ 1
While Stump is coming from one side, I'll gather intel.
>[Fieldcraft + Psionic] Analyze Pathfinders @ 1x3 6. Evaluate 5 Fieldcraft, Evaluate 3 Psionic. 1+5+1+3 AP.

>Chirni77 (ammo 40/40 (2/2); RoF +1/3 @ 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Swapped out my gun for a Chirni77.

==Lt. "Rookie"==
lvl 4
Ht 12/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-14
Fieldcraft-12
>[GRIT] is Range. 1 AP or Focus = +1 Range. 2 AP = +1 AoE.
>Spend AP interchangeably on any unit, 0 AoE.1 AP or 1 Focus deals 4 HT damage, 0 AoE. Both auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range. 1 AoE, finds Connections.
>Spend 4 AP to manifest a Projection within GRIT, which has AP = Your AP, disappears at the end of your turn, and can otherwise take full actions.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Chirni77 (ammo 40/40 (2/2); RoF +1/3 @ 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>>2739304
It's a copy of you, so it has everything you have at time of iteration.
>>
>>2739338
So if I start with 2 grenades and my Projection throws 2 grenades, my main body still has 2 grenades?
>>
>>2739340
frag grenades*.
>>
[ We'll take this one real slow ]
>>
>>2739340
>>2739344
Yes.

Keep in mind manifesting itself costs 4 AP, so with 10 AP base, the projection would only "come to" with 6 and throwing 2 grenades is therefore impossible. It also disappears at the end of your turn.

And it does not have a Focus stat.

But other than that, you could manifest, throw one grenade and do something else. Trigger a trap. Activate overwatch. Flank someone by yourself. Pass a grenade to your clone to pass it to someone else. hit a switch far away.

Make a killing on a very select market of entertainment.
>>
Rolled 5, 3, 2, 5, 1, 5, 5, 5, 1, 6, 1, 2 = 41 (12d6)

>>2739306
"I'll get the northeast softened up for you."

>>2739125
"So we've got a demon In our midst. Fine, demons tend to draw fire."

>>2739223
==Zero==
Ht12/12 Focus12/12 Reaction10
AP10 Grit4 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/2 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit

[Sheer Bloody Competence]

On your turn, in which you previously killed any target, regain 1 Focus per kill or down
You ROF at +1 better (1/2 for standard Chirni)
You have +1 Reaction
Spend x3 the Standard Cost of a weapon (9 for the Chirni) to shoot once and force a crit.
Do Something Extraordinary to... well, hm?


>Actions

>Spawn at B2
>Move 5,5 (2AP)
>Shoot at pathfinder at 5,4,4,5 from my position with 6 bullets (3AP)
>Shoot at pathfinder at 5,5 of my position with 4 bullets (3AP)
>Shoot at pathfinder at 5,6 of my position with 4 bullets (2AP 1 focus)
>Shoot at pathfinder 5,5,5,5 of my position (I should now have a clear shot since the one in front of him fell) (3 Focus)
>Move 6 (1 focus)
>Ready flashbang (4Focus)
>[Reactive] Overwatch facing 4
>>
>>2739346
Sure. Because there's only 2 of us and we can horrifically die easily, or because we're still waiting for the others?

>>2739353
>And it does not have a Focus stat.
Can I give it Focus from my main body, or transform Focus into AP to then give to it?
>Pass a grenade to your clone to pass it to someone else.
I'm guessing that's for cooking grenades.

>>2738052
>Orders are the same for all NPCS, but some allies may not follow them. Troopers are explicitly 1 AP because a sufficiently motivated sergeant could micromanage a squad of Troopers.
If a Trooper doesn't have a Veteran commanding them, is a [Link] the same as [Command], where both are 1 AP? Is it possible to remove the 1 AP cost without attaching a Veteran, say by having a Trooper attach to your squad? Does it cost AP to give Troopers without a Veteran orders when they initially deploy?
>>
>>2739304
>We can deploy units with specialized gear. Like Troopers with Storm Shields for 1+2 Supplies.
I'm going to call in Troopers with Storm Shields as backup if that's okay.
>>2739223
>>2739240
>Deploy 2 Troopers with Storm Shields and 1 Trooper to attach to [Tr6] Stump. Storm Shield Troopers cover both of Stump's sides so he doesn't get surrounded. Default Trooper tries to capture North-West Flag if possible.
>>2739357
>Deploy 1 Trooper with Storm Shield and 1 Trooper to attach to [Tr7] Zero. Default Trooper tries to capture North-West Flag if possible.
>>2739306
>Deploy 1 Trooper with Storm Shield and 1 Trooper to attach to [Tr2] Rookie. Troopers do not do anything that can break the alarm until [Tr2] Rookie does so, and tries to disguise themselves or hide in the meantime.
>>
>>2739387
>>2739223
>Deploy 1 Veteran each to attach to [Tr6] Stump, [Tr7] Zero, and [Tr2] Rookie. [Tr6] Stump and [Tr7] Zero's Veteran >>2738966 dig fortifications on each of their positions. >>2739036 Ideally something that can counter explosives or grenades, like ones from Walkers or AT guns.
>Veteran with [Tr2] Rookie does not break alarm until Rookie does so. [Tr2]'s Veteran helps disguise or hide the others in the meantime. 3x3 Supplies.
>>
>>2739387

Where you'd like me to deploy?
>>
>>2739415
Your choice, I think you know yourself better than me.
>>2738966
Most of my planning has been to avoid our units from getting outmaneuvered or blown up by the emplacements.
>>2734377
>But a vehicle of living metal is not everything the House knows to bond with, and it appears Voltera was the Operator Soul of Ravenpoint.
The reactor to the bottom-right with an orange wire is likely attached to Soul Operator.
The Walkers and AT guns are already and will most likely be facing North, so if you deploy from South you'll have the easiest time of avoiding them or getting close. This is if you wish to either hack them, or beeline for the reactor wires.
>>2737787
>We cannot look inside the buildings.
Caution around buildings, as we don't have any intel sweeps on there. Avoid extending too far without backup.
>>
>>2739415
From B, destroy the mech.
>>
Rolled 4, 3, 3 = 10 (3d6)

>>2739223

>Spawn B5
>Dig cover str 2 @ 4, 5
>Hack Mech South to self destruct (8 AP, +4 Focus)

==Tatiana==
Ht 10/10 Focus 12 Reaction 7
AP 12 Grit 2 Crunch 4
--
Accuracy-9
Fieldcraft-10
Hack: 12
--
Hand1: Driet Raildriver
-
[Integrated Compliance Protocols]: Spawn a drone for 3 AP. Roll vs Processing for your model. Margin decides.
>>
>>2739415
To put my two cents in, the northern areas are mainly just a battleground to capture and secure, while the objective (and most of the equipment and machinery) are on the southern half of the map. Having one of you techers up north means you can plant those valuable emmiters in good positions and you can help clear out troops, but most of where you might useful I would assume is the south.

Your call. Your presence is useful either way.

>>2739444
Stump here also has a good point. There is a nasty mech up there that needs to be taken out. If you feel up to the task, feel free to jump to B.
>>
>>2739463
>Having one of you techers up north means you can plant those valuable emmiters in good positions and you can help clear out troops, but most of where you might useful I would assume is the south.
>emmiters
>>2737780
That's what [Re] do, not [Te].
>>2739433
>The Walkers and AT guns are already and will most likely be facing North, so if you deploy from South you'll have the easiest time of avoiding them or getting close. This is if you wish to either hack them, or beeline for the reactor wires.
Looking at the starter sheet, it doesn't state [Te]s having a range on their [Te] abilities. Does hacking have a range?
>>
>>2739470
I don't know how I got that confused. My point still stands though, It might be a good idea to have Hemera Start on C. Out of the way and great to plant a few emitters for big emission fields around as he moves south playing support as we clear out the resistance. We can always plant a flag down south and warp him down there when he's needed.
>>
>>2739470
Direct LoS.
>>
>>2739741
>>2739470
Well, Direct LoS or as indicated from one control point to another.

Command felt that was implied, given the usual availability of clear connection lines between various signal sources.
>>
>>2739223
>>2739357
How cold.

Not colder than some of the places I've had to visit on the way back, but still really cold.

>Deploy A1
>Mark the sun
>Mark Rookie
>Move 5
>Mark 3 guys to the west
>Reap 3 guys to the west
>Mark the AT gun north just to see what happens

==Alice==
Focus35/35 Reaction10
AP10 Grit4 Crunch0 DR3
Threshold 3
Empyreal 0
Animus 0
Vitae 0
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 1, no cover, 6/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: [Sharp Edge] 1d3+M
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit
[Apotheosis] >>2739125
>>
>>2739528
You can't just teleport between flags. It requires an unobstructed safe path.
>>
>>2740544
Yeah. It requires 4 AP. There are penalties to losing a flag, assuming the units' automatic guard within their longest base range are killed first.
>>2739223
It would be possible by the West of the river if the Pytherians don’t place a unit in that path.
>>
>>2740393
>>2739223
>Deploy 1 Storm Shield Trooper (SST) and 1 HazoCom to attach to [Tr8] Alice. HazoCom tries to prevent >>2739218 reality from collapsing and killing everyone. 1+2+6 Supplies.

>>2739387
Forgot to include supply costs. I already calculated it, and thought I typed it.
>1st is 2x2+2x2+1 Supplies.
>2nd is 1+2+1 Supplies.
>3rd is 1+2+1+1 Supplies.

>>2737850
If any of you need War Effort, AP, or have requests, feel free to request or use them.
>>
>>2740544
I'm aware of that. I'm saying with three deployment zones two north one south, we can quickly punch a line through the map and let him redeploy-fast travel what have you to a flag that will no doubt be planted in the southern areas by that point. I saw how useful time stasis was in ravenpoint, and I'd like a repeat of that level of area denial.
>>
>>2740767
I wonder what a hazer can do except kill me.

Don't kill me though. Climbing back is a pain.
>>
>>2740806
>>2740674
Maybe, but we'd need to station units so they don't ninja it.

>>2741043
>>2681651
>Possibly, yes, but unlikely. Unless someone had some way of, perhaps, PSIONCIALLY COMPELLING THEM.
Units can stun, restrain, or capture. He can bonk you on the head if you're having a meltdown. I think the reality warping only happens when you're actively doing something, backfire, or are conscious.
>Don't kill me though. Climbing back is a pain.
"What's it like? Was there tolls involved?"
>>
>>2741066
>"What's it like? Was there tolls involved?"
Mainly a lot of punching while on drugs. Some shooting too.
>>
File: Manor_4.jpg (2.88 MB, 3523x3915)
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Rolled 4, 5, 6 = 15 (3d6)

==Trenchers==
Tr1 | Stump [ Ht 12 Focus 10 ]
Tr2 | Rookie [Ht 12 Focus 12]
Tr3 | Zero [Ht 12 Focus 6] [ Regained 3 Focus]
>*
Te4 | Tatiana [Ht 10 Focus 12]
Ot5 | Alice [Focus 35] [The Eye 2] [Animus 4] [Vitae 3]

==Allies==
Supplies: 23
==Allies==
Stump Squad: 3 Troopers.
Rookie Squad: 1 Vet, 2 Troopers
Zero Squad: 1 Vet, 2 Troopers
--

okay team, I want this done quick
I want this done quiet
and I want this done /properly/
>>
File: M6_E4_FieldTest.png (346 KB, 1794x1054)
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WHAT IS THAT
>>
>>2742299
>>2742222
>>2739462
Hitting reduces the strength of the innate defences by your crunch - 4.

The blue rectangle indicates the Sigilcraft has 1 Shielding remaining.

You would need to break through the shielding entirely to inject commands into the craft.

Initiate a core overload requires 40 AP. But in keep in mind the pilot will likely disagree.

Attempting to force remote self destruction of armoured units is unlikely to succeed unless multiple TechOps work together, the unit is abandoned or you physically hit the switch yourself.
>>
>>2742299
"Oh my, our little godling didn't last too long. Should I try to save them ?"
>>
>>2740767
Hm.
>>
File: Manor_5_Actual.jpg (2.95 MB, 3523x3915)
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==Trenchers==
Tr1 | Stump [ Ht 12 Focus 11 ]
Tr2 | Rookie [Ht 12 Focus 12]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 10 Focus 12]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]

==Allies==
Supplies: 23
==Allies==
Stump Squad: 3 Troopers.
Rookie Squad: 1 Vet, 2 Troopers

==Casualties==
3 Troopers, 1 Vet, Other, 1 Trencher.

--

ZeroSquad Kia.
Trencher Zero Kia.
Other Alice KIA.
Alice Squad KIA.
--

All right, smooth on in from here people - one step at a time and...--

Trenchers? TRENCHERS---

ZERO! NO!
ALICE

ALICE THEY CAN *SEE YOU*

[HazoCom]: . . . Oooh, this'll be a hard one

[ 1/2]
>>
File: M6_E5_Reap.png (1010 KB, 2279x1449)
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[Theurge]
This is newwwwwwwwwwwww
>>
File: M6_E6_ISeeTheSun.png (978 KB, 2284x1435)
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[Theurge]
I see it! I see the Eternal Flame! I See The Flame! THE FLAME THE Flaaaaameee the flame the flame the flame the flame the flame the flame the flame the flaaaameeee
>>
File: Manor_5_Clean.jpg (2.93 MB, 3523x3915)
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==Trenchers==
Tr1 | Stump [ Ht 12 Focus 11 ]
Tr2 | Rookie [Ht 12 Focus 12]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 10 Focus 12]
>Ot5 | Alice [The Eye 2] [Animus 4] [Vitae 3] [ KIA]

==Allies==
Supplies: 14
==Allies==
Stump Squad: 3 Troopers.
Rookie Squad: 1 Vet, 2 Troopers

==Casualties==
3 Troopers, 1 Vet, Other, 1 Trencher, 1 Hazer.

--

southwest building clear.

No sign of Voltera.
>>
Apologies for the short break - I misplaced by drawing tools. In the end, I've resorted to using a mouse until I find my equipment.
>>
Rolled 3, 2, 1, 1, 4, 3 = 14 (6d6)

>>2742361

'This is going to shit huh...'

>I always had this: Drones - 12 Focus
>Order drones seek and destroy west (1 AP)
>Hack mech to reduce shield (1 AP)
>Hack mech to gain control (4 AP)
>Pivot mech twice (2 ap)
>Move mech W (2 ap)
>Crash mech into rocks and flag W (2 ap)

==Tatiana==
Ht 10/10 Focus 12 Reaction 7
AP 12 Grit 2 Crunch 4
--
Accuracy-9
Fieldcraft-10
Hack: 12
--
Hand1: Driet Raildriver
-
[Integrated Compliance Protocols]: Spawn a drone for 3 AP. Roll vs Processing for your model. Margin decides.
>>
>>2742504

>Pivot mech twice west****
>>
>>2742436
Oh no.
>In the end, I've resorted to using a mouse until I find my equipment.

Have you turned off mouse acceleration, lowered your mouse sensitivity, zoomed in, and used a more relaxed mouse grip to make drawing easier?
>>
>>2742386
"And im back from my coffee break, what did I miss?"
>Deploy at A6

==Ukarl==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 4 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out.
>>
Rolled 8, 9 = 17 (2d10)

>>2742386
Hit me with an ability, Command
>>
>>2742386
Is the red -| symbol to [Tr1]'s 4 a grenade marker with the grenade not being visible?
What's the accuracy symbol next to the overwatch symbol for the West Walker? The Walker is marked or the Walker is evaluating his aim?
>>2739240
There's a grenade to your 1, I think another to your 4. The Walker might have boosted his range to overwatch you.
I'm thinking of deploying some reinforcements for your squad. You may want to either call in Earth Busters on the Walker or retreat.

>>2742386
Has [Te4] been spotted? What's the "1" white symbol in light blue box for the East Walker? How much Defense the Walker has left?

>>2742761
>>2738870
You can act on the same turn you deploy from if you know the deployment area's coordinates (not an unmarked edge).
I'm currently hiding with my squad and gathering intel.
>>
Rolled 4, 8 = 12 (2d10)

>>2742386
I got wrecked. I really should have expected an immediate answer, but for some reason I thought I had room to breath. At the very least, we understand how this map will play out.

Rolling for new trencher trait.

Oh dice, what shall thou giveth to me?
>>
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[Meanwhile, elsewhere]

[Colonel]

. . . Personal log. 374. Containment failure. Again
>>
>>2742784
>There's a grenade to your 1, I think another to your 4.
>>2739240
You can either melee it away (shorter) or try throwing it back to them. You could order your squad to do so. >>2742784
>I'm thinking of deploying some reinforcements for your squad.
Like another Veteran to command the 2nd SST to secure your East flank.
>You may want to either call in Earth Busters on the Walker or retreat.
Alternatively throw a smoke grenade to block spotting and entrench, but that might not work if the other Pathfinders are spotting beyond it.

>>2742386
I'm thinking of deploying a Field Station for the casualties once either a flag or the deployment area has been secured.

What's that Pathfinder with a 6 next to the North-East rock? Is that a grenade being primed?

>>2742761
>Can spend 4 ap to mimic 1 supply stackable.
>>2739306
>>Spend AP interchangeably on any unit, 0 AoE.1 AP or 1 Focus deals 4 HT damage, 0 AoE. Both auto-succeeds.
I can give you AP more efficiently if you want to farm Supplies. >>2681634
>Capturable items come down to field provisions, enemy equipment stored in boxes and marked depots. All trenchers have 2 skills - ACCURACY and FIELDCRAFT (beartrap symbol)
I think we can also loot Supplies from corpses and wreckages instead of just crates or flags.

>>2742366
>>2742386
>>2737787
>THREE Theurges and FOUR Arcani Agents. The Theurges should each have a bodyguard of 2 Legionnaires, for SIX Legionnaires.
There's 1 unknown Theurge, 2 Arcani Agents, and 4 legionnaires, >>2737787
>The opposition we should expect this time is a a platoon of Pathfinders with limited heavy backup, but "limited" is not "no". They have AT guns and two Light Walkers guarding the position.
and 0-15 unknown pathfinders.

>>2742802
>I got wrecked. I really should have expected an immediate answer, but for some reason I thought I had room to breath. At the very least, we understand how this map will play out.
I was playing cautiously, which is why I spent most of our Supplies on reinforcements in the 1st turn, yet it still wasn't enough.
>>
>>2742771
Rolled 8, 9
Expressive Conductive Power
1 AP makes you crit on 1-7 this turn.

Generate 1d6 Potential per turn.
Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1.
Spend 1 AP to generate 1 Potential.

Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.

>>2742802
4, 8
[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Spend 1 AP to exclude a target. You need to exclude yourself.
Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>>
>>2742784
The walker is aiming.

That's a grenade.

See above for the intrusion countermeasure details.

>>2742807
He was shot for 6 damage.

You absolutely can. It's what you did most of the last map!
>>
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[Meanwhile, elsewhere]

[Colonel]

. . . Scrub the sample. Then check the integrity, organise the underlying again and try one more time. It has to work.
>>
>>2742838
>See above for the intrusion countermeasure details.
>See above
Where? I'm guessing that means the white "-1" is the remaining Defense?
>>2739462
>Hack Mech South to self destruct (8 AP, +4 Focus)
>Hack: 12
>AP 12 Grit 2 Crunch 4
>>2742386
I'm guessing with a Crunch of 4, and the -4 in light blue on the Walker, the Walker had 5 Defense. 1 action with all the AP and Focus boosted the effective skill (ES) of the hacking, reducing it from 5 to 1?

>>2742803
>>2742859
I wonder what this is referring to.
>>
>>2742872
Here - this bit:

>>2742315

With 4 Crunch and a successful roll, the penetration of a defence reduces the shielding from 5 to 1. That's still some shielding left, but not much.
>>
>>2742880
Oh. I glanced over that part.
>>2742315
>Attempting to force remote self destruction of armoured units is unlikely to succeed unless multiple TechOps work together, the unit is abandoned or you physically hit the switch yourself.
How does one physically hit the switch?

>>2742315
>>>2742299(Dead)#
Why was this deleted?
>>
>>2742386
>Spend 4 ap and provide a sweeping order to [stay alive and follow rookies lead]
>Camouflage myself using 8 ap and hide.


==Ukarl==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 4 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out.
>>
>>2742893
>Why was this deleted?
https://archived.moe/qst/thread/2737768/#2742299
Checked the archives. It was a mispost. I thought it was a question.

>>2722203
>Rifles are Single Shot, high Accuracy Weapons that deal 2d6 damage. Recent improvements have given them 2 DR standard defences. Their Tac Score is 7.
>>2742894
Trooper stats are outdated.
Why is some of the text for Field Station erased? I'm guessing it was hidden text that was revealed?
>>
>>2742898
Layer issue.
>>
>>2742898
>>>2742894#
Meant >>2737850

>>2742904
Right.
>>
>>2722203
>Rifles are Single Shot, high Accuracy Weapons that deal 2d6 damage. Recent improvements have given them 2 DR standard defences. Their Tac Score is 7.
>Veterans deploy with Chirnis, a Full Kit and Attitude. Their Tac Score is 12.
>>2737850
What's the Grit for allied NPCs? I'd like to know how far they can throw grenades.
>>
>>2742922
Two increments, range.
>>
>>2742893
"C-commander! I'm enroute to the battlefield now and I'd like you suggestion on where I should go sir. Unfortunately I don't play nice with others, I'm trying *very* hard right now not to zap poor mr. driver here. The more I hang around people the bigger my headache gets until I let it loose every few seconds or so. I can help out with squads but If I'm around more than a few of you guys I'll just get a migraine until I can't see or I burst. I'm sorry my uh, condition is so, uh- complicating sir. On the bright side an officer said my condition was 'Gloriously destructive' and recommended that I try and to close distance with as many pytherians as possible, to 'eliminate potential risks'. Oh-! I've been babbling on too much. I guess in laymans terms I just constantly rip people apart nearby unless I focus on keeping things safe, but that gives me a headache."

"Sorry! Ready for deployment! Sir!"

Ht12/12 Focus14/14 Reaction10
AP10 Grit3 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/2 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit


[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Spend 1 AP to exclude a target. You need to exclude yourself.
Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>>
>>2742926
>increments
What do increments mean? Each allied NPC has 2 more Grit then the last? Meaning 2 > 4 > 6 Grit for Trooper > Veteran > Hazer? Or does it mean it can throw at 2 hexes beyond what Weather is, or 2 sets of Weather? For example in 3/-1 Weather it would be maximum 5 hexes, or 6 hexes?

>>2742931
"You're a colorful one, aren't ya? Well, finding you an isolated spot is difficult considering how we're all near our deployment zones. B zone has the most enemy units. I plan on deploying more units at A and B zone to relieve both forces there. Would you like a SST escort?"
>>
>>2742942
Two range increments. They don't have a Grit score - so they make do with weather conditions.
>>
>>2742942
>Or does it mean it can throw at 2 hexes beyond what Weather is, or 2 sets of Weather? For example in 3/-1 Weather it would be maximum 5 hexes, or 6 hexes?
>>2742944
So in our case of 3/-1 Weather they can throw 6 hexes away?

>>2732417
>They're not organic systems - they would be unaffected.
Do stun grenades work on enclosed vehicles, like the Walkers?
>>
Rolled 6, 2, 1, 1, 4, 3, 5 = 22 (7d6)

>>2742386
Shit shit shit shit shit GAH GIVE IT BACK GIVE IT BAAAAACK

>(Re)Deploy A3
>-Generate potential
>Aim for 5Ap
>Shoot Vindicator 66
>Prepare to dodge (spend 4 Focus)
>-Overwatch to negate incoming hits with Potential

==Alice==
Ht 12/12 Focus 12/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 0
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 1, no cover, 6/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
x2 Field Kit (restore 1d6+m Ht or Focus)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2742946
yes, to be precise - given current weather, 6.

>>2742946
A stun grenade would have no effect on a walker platform.

If you could tunnel into the vehicle itself, or breach it by climbing it and throwing the grenade down the access hatch, you'd be better off.
>>
>>2742986
And realising this, I also understand that that's the kind of statement that leads to more questions.

Crafts, walkers and vehicles can all be taken out by infantry. You've seen this happen - bless pilots Dimas and Brontide. It just requires opening whatever access utility you normally use to enter the vehicle.

Given the joyous existence of your convenient multi-tools, a particularly daring suicidal trencher could climb on top of a sigilcraft - being then safely out of range of its weaponry - and effect a breach into the core by opening the hatches.

That's also how Wyvern and Snake removed the Sigilcores in Imai.

But you do have to carve through 20 points of plating. So maybe a squad of Trenchers . . .
>>
Rolled 1, 3, 6 = 10 (3d6)

>>2742386
Troopers, open fire on the walker. Don't follow me.
Command, how much AP to fire an AT gun?

> Regain 1 Focus
> Sprint 4444 4444 44
> 3AP 4 round burst into trooper 5 of me
> 2AP 1 Focus 4 round burst into trooper 3 of me
> Face 1 and Dodge 5-wards

==Stump==
Ht 12 Focus 9 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77
>>
Rolled 3, 3, 4 = 10 (3d6)

>>2743014
The second
>>
>>2742436
Feel free to take as much time as you need.

>>2723376
>You can declare a [Wide Order] which affects all ally units on the field, giving them a Bonus equal to 1/4th AP spent on this order to accomplish a given objective.
How long does [Wide Order] last for?

>>2743014
>>2742784
>The Walker might have boosted his range to overwatch you.
>>2742838
>The walker is aiming.
You're being overwatched by the Walker. I'll order some veterans to throw a smoke grenade to break the otherwatch.

>>2742947
> 2, 1, 1
>(Re)Deploy A3
>>Shoot Vindicator 66
>>2742947
>Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 1, no cover, 6/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6), jam on 17+
>AoE 1,
It's +1 AoE from whatever base grenade it is. >>2737780
Frag grenade's AoE 1+1= Heavy Frag Grenade's or frag canister's AoE 2.

>>2742504
>>2742507
>>2742386
You're likely outnumbered as things stand. >>2739462
>>Dig cover str 2 @ 4, 5
From my memory the cover's DR doesn't take effect until you take cover. >>2681569 >>2681590 >>2681605
I could be mistaken since the trench I dug in mission 2: Veiled Heart took effect on the same turn I made it.
>>2742386
Otherwise they can still flank your cover, possibly by firing at your 5. I'll order a Trooper to drag you into cover.
>>
>>2743034
> The walker is aiming.
> You're being overwatched by the Walker.
Must suck to be an expendable trooper.
>>
>>2743014
The AT gun stats are here >>2739036
It's 8Ap to shoot.
Note that there's probably a Pathfinder inside even if you don't see him.
>>
>>2743046
The guns aren't autonomous - they need a pathfinder to operate. The Pathfinder is should be visible if operating the gun.
>>
>>2743034
>It's +1 AoE from whatever base grenade it is.
No it's not. Confirmed in Discord.
The +1 is for the stun grenade.
>>
>>2743014
>> Sprint 4444 4444 44
> Face 1 and Dodge 5-wards
>>2742386
You're running into the Pathfinder's AoO. You'll get meleed by them. Your dodge isn’t facing them either. I'll order a SST to throw a frag at the remaining Pathfinders.
>>2743040
Sure must.

>>2743050
If that's the case I'll cancel my future order.
>>
>>2743034
Sanity measure - if you're digging your own trench, you're in it when you make it, so you benefit from the moment its made. The taking cover is part of making the cover, in that case.

Piling material in the way can benefit that way, as shots are penalised for intervening material. Taking Cover just vastly improves the odds and the utility of your cover.

>>2743034
>>2743050
May have borked that one, misunderstood the query. The frag the GL fires is a heavier variant and it has 2 AoE. The Stun GL fires has 3 AoE. It is very bright.

It is a heavy support weapon.
>>
>>2743055
Good luck on your end, Trencher.
>>
>>2743060
The rulesheet could've been clearer on that.
>>
>>2743055
So more news on the GL: the AoE is 2, but the damage drops off with distance. Alice might still survive, but the bad news is the Legionnaire might survive as well
>>
Rolled 2, 5 = 7 (2d10)

>>2742386
"Am I gonna get shot? I hope I don't get shot."
>deploy C5

"Hey, Command, how the hell does a hookshot work anyways?"

==Milksop==
Int 41/41 Focus 12/12 Reaction 0
Ap 12 Grit 0 Crunch 0
Complexity 1
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
--
Det: [Heavy] (DR 19; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP;range 10; reel, grab, or swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
>>2743060
Do hand grenades have damage dropoff, by the way?
>>
>>2743063
We agree, Trencher. Fixing.

>>2743065
Well, given the effeciacy of rolling a critical hit...

>>2743067
2, 5
Tolerance Push
“It can take it. Yeah? Yeaaaah. . . . “

Remove [Heavy] this phase but roll vs Int for a Complication.

Take extra AP. Each adds +1 to Complication rolls (and force a roll).
>>
>>2722203
>Timers for Grenades can be set. Do it when you throw them. Define phases or turns. Trying to set a timer of 0 to bypass the "turn" standard requirement means it detonates in your hand.
>>2721913
>>2722216
Do all grenades need to be cooked, or only frags do and the rest activate shortly after impact? I'm not sure if I'm misremembering how grenades activated from previous missions.

>>2743060
>Sanity measure - if you're digging your own trench, you're in it when you make it, so you benefit from the moment its made. The taking cover is part of making the cover, in that case.
>Piling material in the way can benefit that way, as shots are penalised for intervening material. Taking Cover just vastly improves the odds and the utility of your cover.
So both in making a trench and piling material one automatically takes cover? However, Taking Cover as an action is a separate one that further boosts it? Does this apply to original map cover, like the rocks the West Pathfinders are hiding behind if they didn't Take Cover?
Given the size of vehicles, is it possible to take cover behind one like bikes, Walkers, and B-Tanks?
Is it possible to take cover behind corpses, even though they’re greyed out?

>>2743060
>May have borked that one, misunderstood the query. The frag the GL fires is a heavier variant and it has 2 AoE. The Stun GL fires has 3 AoE. It is very bright.
Now to include that order again.
>>2743063
It's not listed as a ["feature or attribute"] unlike the other weapons, so I can see where the confusion may arise.
>>2743065
>>2743070
Interesting. I'm guessing the same applies to other larger than 1 AoE attacks.

>>2743061
My orders for C-zone are currently the most involved.
>>
>>2743071
Remove [Heavy]?
I don't think I follow.
Does this make moving easier or something?
>>
>>2743074
>>2737780
It says [Heavy] for your armor. I think that's an attribute on movement penalties. Lowering it to [Medium] would mean 1 AP per hex and 0 AP per facing.

>>2739223
>Based on Lt Rookies and Stumps one Trencher Anon, we have deployment zones.
>>2743070
By the way, who 'dis?
>>
>>2743076
It's me
>IDs exist
>>
>>2743067
Ah! Some heavy support!

The hook shot is one of the finest devices to come out of the collaboration with the Reik labs. Fantastic for urban clearing and search and rescue.

It works like this:

Using Acc (at range) or Melee (guess, Pilot!) you attach the hookshot (“grab”). This costs 2 AP.

Now you can reel, swing, move, or perhaps try something conductively clever with electricity.

Reeling depends on size factors. You occupy 1 full hex. Anything smaller - humans - can be reeled for 1 AP. That also retracts the hook, if you missed.

Bigger things are 1 AP per hex.

If they are solidly anchored, /you/ move. This is usually if they are 4 or more times bigger than you.

Swing is where it gets tricky. You roll vs ACC or Melee to swing your target or yourself to a new position. If you need to change facing to do this, that also counts. But in this manner you can swing trees across the battlefield, pull apart buildings or send common men flying!

And if you happen to have first GRABBED something fragile - Pytherian Light Walker Mg, say - swing may rip it off! As could reel, but swing deals more force damage.
>>
>>2743076
>>2743074
Lt’s Got it.

Don’t burn out the internals, now.
>>
>>2743072
>>2743070
All explosives do.
>>
>>2743072
Only frags. Flashers go off instantly, smoke do the same. Frags are on a time delay unless cooked.

>game mechanical consideration. Hostile getting 4 ap 6 rng 3d6 1 aoe instant attacks would be bad for morale...

Yes to everything about cover.
>>
>>2743081
>>2742947
Huh, so it is. Your name was only on for 1 post. >>2741070 I figured this was your only ID.

>>2743072
>Given the size of vehicles, is it possible to take cover behind one like bikes, Walkers, and B-Tanks?
Is it possible to move under vehicles? The legs on Walkers and B-Tanks gave me the impression they're tall enough for that.
>>
Rolled 3, 4, 3, 5, 4, 4, 2, 1, 6, 2, 1, 3, 6, 5 = 49 (14d6)

>>2742386
>deploy C5 with 4 troopers mounted
>grab pathfinder at 4444 (evaluate with 7 AP, 8 AP total)
>swing pathfinder into other pathfinder
>take 3 extra AP through tolerance push
>discharge electricity into hookshot
"Hey troopers! Check this one out."

==Milksop==
Int 45/45 Focus 12/12 Reaction 0
Ap 12 Grit 0 Crunch 0
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
Tolerance Push
Remove [Heavy] this phase but roll vs Int for a Complication.
Take extra AP. Each adds +1 to Complication rolls (and force a roll).
--
Det: [Heavy] (DR 19; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP; range 10; reel, grab, or swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
>>2743095
wait, i have 12 ap
uhh uhh
>use the 3 extra AP to generate 6 points of electricity
>>
>(1/2)

>>2742894
>>Spend 4 ap and provide a sweeping order to [stay alive and follow rookies lead]
>>2742386
>Boost: Ukarl. 8 AP for [Wide Order] for +2 bonus. Total +3 bonus.
>[Reactive] Overwatch @ 1. My squad and I do not fire until we’ve been spotted or activated the alarm.
>>2681474
>You roll under or at the DC - in your case, 10. You can always spend AP to increase your effective skill by +1 (Taking longer) or burn Focus (Taking no time at all, but you only have so much focus to spare in a stressful battlefield).
>[Psion] Analyze Legionnaire @ A-zone. +1 effective skill (ES). 2 AP.

==Lt. "Rookie"==
lvl 4
Ht 12/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-14
Fieldcraft-12
>[GRIT] is Range. 1 AP or Focus = +1 Range. 2 AP = +1 AoE.
>Spend AP interchangeably on any unit, 0 AoE.1 AP or 1 Focus deals 4 HT damage, 0 AoE. Both auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range. 1 AoE, finds Connections.
>Spend 4 AP to manifest a Projection within GRIT, which has AP = Your AP, disappears at the end of your turn, and can otherwise take full actions.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range; 1d3+M dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Chirni77 (ammo 40/40 (2/2 rld); RoF +1/3 @ 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>(2/2)

>>2743131
>>[Psion] Analyze Legionnaire @ A-zone. +1 effective skill (ES). 2 AP.
Roll.

>>2743034
>>2743055

>>2742947
>Order my Trooper to drag (new) Alice out of the frag canister's AoE and into cover.
>Order my SST to drag me into cover. Enemy units will likely come from North or East.
>Order my Veteran to help disguise, hide, or camouflage everyone @ A-zone.

>>2742504
>>2742507
>Deploy 1 Trooper @ B5. Drag [Te4] into cover. 1 Supply.
>Deploy 1 Trooper @ B1. Cooks and throw frag @ center of barracks Pathfinders. 1 Supply
>Deploy 1 Trooper @ B1. Cook and throw frag @ remaining Pathfinders near North-East rock. 1 Supply.
>Deploy 1 Trooper & 1 SST @ B2. 1 Trooper cooks and throw frag @ East AT gun crew. SST guards Trooper from reinforcements @ 4 or 5. 1+1+2 Supply.
>Deployed B-zone units join [Te4] squad.

>>2743014
>>2743095
>Deploy 1 Veteran @ C3. Veteran throws smoke to break Walker's overwatch before [Tr1] runs into it. 3 Supplies.
>Deploy 1 Trooper @ C4. Throw grenade at [Tr1]'s original 1 back at East Pathfinders. 1 Supply.
>Deployed C-zone units join [Tr1] squad.
>Order SST from [Tr1]’s original 1 to prevent 1st South Pathfinder from intercepting [Tr1] by either stun, shove, or flash.
>Order Trooper from [Tr1] squad to throw frag @ 4 back behind 2nd South Pathfinders’s cover before [Tr1] runs into it and them.
>Order Veteran from [Tr1] squad to throw smoke at [Tr1]’s new position. Both the intercepting SST and Veteran will likely end up in the same position.
>Order SST from [Tr1]’s original 5 to follow [Tr1] and bodyguard him. His 4 is exposed so he’ll likely have to face that from reinforcements.
>Caution Milksop squad on Center AT gun.
>>
Rolled 5, 5, 3 = 13 (3d6)

>>2743133
>Roll.
>>
>>2743131
>>[Reactive] Overwatch @ 1. My squad and I do not fire until we’ve been spotted or activated the alarm.
8 ammo. I thought I typed that in.
>>
>>2742386
>>2742386

>ACTIONS
>Spawn C8
>Spawn 2 Veterans with me
>Have one move 3 and build a ladder to the roof with his multitool
>Have the other one move 4,4 from C8 and create cover, overwatching from cover
>Have the Veteran that made the ladder also overwatch from cover
>Move Gale 3 and have him climb the built ladder.
>Move 3,3 and have him create a Psionic Storm for 8 AP at 3,3,4 of his new position
>Move 6,1 and go prone, watch the storm from the roof.
>Exclude target from storm *Gale* 1 AP
>All AP used. 5 Focus used.
>Free [Reactive] Dodge with the Chirni

==Gale==
Ht12/12 Focus14/14 Reaction10
AP10 Grit3 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/2 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit

[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Spend 1 AP to exclude a target. You need to exclude yourself.
Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>>
>>2743465
[Blue Rat]
. . . Nah. How about /you/ do the digging, hotshot?
>>
>>2745031
>>2743465
>>Have one move 3 and build a ladder to the roof with his multitool
“But it's not digging, it's a ladder.”
>>
>>2745039
[i]Ladder’s just digging a hole in the sky, Lt! Canna fool me! [/i]
>>
>>2745173
"Well now that you've brought it up, we have to worry about the ozone layer."
>>
>>2743465
Your reaction is 9.
>>
>>2745314
>>2743465
>Ht12/12 Focus14/14 Reaction10
>>2738751
>>You have +1 Reaction
It looks like he forgot to update his stats after he died.
>>
File: Manor_6.jpg (3.03 MB, 3523x3915)
3.03 MB
3.03 MB JPG
==Trenchers==
Tr1 | Stump [ Ht 12 Focus 11 ]
Tr2 | Rookie [Ht 12 Focus 12]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 10 Focus 12]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
Te6 | Ukarl [ Ht 10 Focus 12]
Tr7 | Alice [Ht 5 Focus 8] [6 Potential]
Tr8| Gale [Ht 12 Focus 9]
Pi9 | Milksop [Int 41 Focus 12]

==Allies==
Supplies: 2
==Allies==
Stump Squad: 3 Troopers.
Rookie Squad: 1 Vet, 2 Troopers
Milksop Squad: 2 Troopers
Gale Squad: 2 Veterans
==Casualties==
8 Troopers, 4 Vet, Other, 1 Trencher.

--

Casualties.

[ ENEMY PHASE]

[Trooper] Sir yes sir! Enacting your plan, Sir!

>Interupting overwatches is not useful if the interuption happens after the trigger.
>>
Rolled 2, 3, 5 = 10 (3d6)

Coordinator Ukarl down.

Wide order lost.

Cohesion disruption.

Tac check.
>>
File: Manor_7.jpg (3.23 MB, 3523x3915)
3.23 MB
3.23 MB JPG
==Trenchers==
Tr1 | Stump [ Ht 12 Focus 11 ]
Tr2 | Rookie [Ht 2 Focus 12]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 1 Focus 8]
Tr8| Gale [Ht 12 Focus 9]
Pi9 | Milksop [Int 41 Focus 12]

==Allies==
Supplies: 2
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
==Casualties==
11 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer.

--

Techer Ukarl KIA.

--

SIR THEY'RE ALL OVER US, WE HAVE TO GET OUT OF --HREEEHGK--

--

INCOMI----

--

[ Trenchers to act ]
>>
>>2745454
Trenchers Rookie and Alice! You're pinned down! Those Arcani will tag you the moment you move!

GET OUT OF THERE, THAT POSITION IS UNTENABLE
>>
>>2742222
>>2742361
>>2742386
>>2745336
>>2745454
Rookie looks around in awe as the situation collapses, coming to a dawning realization. "I... I understand now. We were a greater threat to ourselves than our enemies ever were." He nearly drops his weapons in despair, one hand away.

>>2745336
>>Interupting overwatches is not useful if the interuption happens after the trigger.
Is this done by post order and times? Earlier posts and times take precedence over future ones? Are there ways to supersede this arrangement?
>>2743014
How did Stump sprint past them without getting meleed by the Pathfinders' AoO?

>>2745454
>>2745456
What do those red boxes with slashes around them mean? What does it mean by "Watchful,” [Spot Weakness] and Boost? How far does their overwatch go, assuming we even can withdraw from this position?

>>2743131
>>2743136
Did I manage to hit anything?
>>
>>2745480
I fucked up again. Sorry :(
>>
Rolled 6, 4, 5, 1, 3, 6, 1, 1, 1, 5, 3, 6 = 42 (12d6)

>>2745454
Securing sector.

> Regain 1 Focus
> Spend 7 Focus, +7AP
> 3AP Quickdraw pistol, shoot the pathfinder on my tile with 6 rounds (1/2, +2)
> 8AP Fire the AT Gun at the Light Walker
> 3AP Shoot target 16 with a Chirni 4-round burst
> 3AP Shoot target 112 with a Chirni 4-round burst

==Stump==
Ht 12 Focus 6 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77 18/40
C7 Service 12/18
>>
>>2745488
> Overwatch 4 round burst
>>
>>2745480
I propose to call an earth buster on a Theurge, spend enough AP 5 between us to make it pinpoint then retreat
>>
>>2745480
They missed. He ran with grace.

For pytherian battle tactics, you will need Fieldcraft.
>>
>>2745480
I'll pop smoke to cover our retreat as well
>>
>>2745480
You and your squad nailed three pathfinders.

Somewhat unfortunately, the Theurge reanimated them as Husks.
>>
>>2745487
It's fine, this is a learning experience.

>>2745504
>They missed. He ran with grace.
Nice. Does Sprint and Reaction (without Dodge) reduce chances of enemies hitting?
>For pytherian battle tactics, you will need Fieldcraft.
>>2739306
>>2743131
Did my Analyze do anything? Does [Psion] Analyze benefit from AoE like [Scan+] does?

>>2745502
>>2745508
Before we do that, we're going to need to figure out what triggers AoE. Like if my Psion actions do, calling in War Effort, or defensive actions like taking cover, dodging, withdrawing, or smoke grenades.

>>2738029
I can gift you AP at 1:1, and I'm full on Focus. I have AoE Psion actions, and you have your Vindicator GL.

>>2745502
>earth buster
>>2737850
They have no AoE and are armor penetrators, they wouldn't be intended for killing Theurges unless they have to penetrate the roof.
>>2745508
>>2745454
You're in Husk AoO.

>>2745509
So that's where the Husks came from. How much HT do Husks have? Do all Husks die when the Theurge who resurrected the original ones dies, or do all Theurges have to die?

>>2745381
>>2722203
>Rifles are Single Shot, high Accuracy Weapons that deal 2d6 damage. Recent improvements have given them 2 DR standard defences. Their Tac Score is 7.
>Veterans deploy with Chirnis, a Full Kit and Attitude. Their Tac Score is 12.
If Troopers failed the Tac check, did having Veterans who succeeded return them to effectiveness?
>>
>>2745502
Damn, artillery call doesn't have enough range to reach the Theurges.
>>
>>2745533
For Pytherian battle tactics, you will need Fieldcraft.

However, specifically effigybinding of Husks has been witnessed in Foltern and Ravenpoint. When the primary controlker fell, so did the Husks. It seems without a minder, they do collapse. But there are two theurges...

The Pytherian Standard Overwatch Doctrine has also been witnessed. Hostile action or moving closer both seem to trigger it.

People cannot react to what they cannot detect, however...
>>
>>2745533
If there weren't the husks I'd propose a liberal application of stun grenades followed by frags, but husks are probably unstunnable

>they wouldn't be intended for killing Theurges unless they have to penetrate the roof.
Both Theurges are indeed under a roof. But we don't have the range to call the arty on them anyway.
>>
>>2745533
And since that Tac question is about our fine fighting men! Yes! In both cases, the Veterans rallied.

In this case, that saved you and Trencher Alice. PFC Williams will be missed.
>>
>>2745533
I'm behind a stone, so I can throw grenades without being shot by overwatch. And I think we need to do at least something before retreating, or Stump is dead next turn.
>>
>>2745533
Oh and yes. Scanning and Psionic intermix for benefits ( but everyone was dead, so nothing to learn. Apologies )
>>
>>2745565
They’re still shooting at you.
You want to be careful. The Arcani, for their faults, are very good shots.
>>
>>2745554
>People cannot react to what they cannot detect, however...
If they can't detect Psion attacks, will they be able to detect it once they see someone or themselves get Psion attacked, once their brains pop, or will they be too confused by it to attack?
>The Pytherian Standard Overwatch Doctrine has also been witnessed. Hostile action or moving closer both seem to trigger it.
So I can use Fieldkits and smoke grenades on myself and Alice, nice.

>>2745533
>They have no AoE and are armor penetrators, they wouldn't be intended for killing Theurges unless they have to penetrate the roof.
>>2745535
On that note, how much does artillery or any airborne projectile have to penetrate a roof, wall, or [Deconstruct] one?

>>2745565
You firing your frag or incendiary canisters to blow them up, or calling in fire bombardment and letting it spread would be our best bet for wiping them all out.

>>2745567
Is it possible to combine other skills or stats with [Psion] for doing stuff, like augmenting my reaction, accuracy, fieldcraft and the equivalent of mental processing or cognition?
>>
>>2745579
We probably won't be able to wipe them all out, but a stun grenade at the [Spot Weakness] group can at least give Stump time to get away.

>So I can use Fieldkits and smoke grenades on myself and Alice, nice.
Smoke grenades actually break overwatch, so who knows whether it'll be seen as hostile. If we can get one off, though, we'll get an overwatch-free reign.
>>
>>2745603
Hunker down, put on gas masks, call down a gas bombardment.
>>
>>2745616
Husks
>>
>>2738029
Say I’m sending multiple Psion actions, like multiple mind bullets, [Scan+], and similar into the same spot with extended range like +1 Range. Do I have to spend additional AP to extend the Range for each action within the same hex, or is it like expending ammo for a single action in that it's one bulk order?

>>2738029
>>Spend 4 AP to manifest a Projection within GRIT, which has AP = Your AP, disappears at the end of your turn, and can otherwise take full actions.
Oh yeah, I have Projection. I forgot about that. I could have my Projection run Overwatch, but there's still the problem of the Husk with AoO on you.
>>2745556
>If there weren't the husks I'd propose a liberal application of stun grenades followed by frags, but husks are probably unstunnable
Where'd you find that out from?

>>2745603
True. With an AoE of 3, landing on the 2 Legionnaires would have the most effect.
>>2745616
That could work.
>>
>>2745620
Chirni
>>
>>2745624
>Where'd you find that out from?
They are literally zombies. It's a reasonable assumption.

>>2745628
I don't have one
>>
>>2745624
You’d have to spend AP for range per action. It’s an important universal limiter.
>>
>>2745658
Same goes for AoE increases, spend to increase per action?
>>
>>2745659
They're separate actions! It's all bought up individually.
>>
>>2745671
Understood.

>>2745638
>I don't have one
I do. I was thinking of having my Projection give you one, but then that might be both temporary and you already have a main weapon.

>>2738029
>>Within [GRIT], spend AP interchangeably on any unit.
>>2745454
Oh yeah. I forgot I could mind control enemy units. I can order the Husk to move outside your AoO and the shield legionnaire to Bulwark me.
>>
>>2745673
I'm not sure you can mind control a husk. At the very least, a power contest with the Theurge controller is likely.
>>
>>2745677
In the case of a mind control contest, I won't lose anything besides AP for failing it.
I could mind control a Pathfinder to try grappling the husk so it can't melee you.

>>2721420
>Accuracy and range. You deliver a standard melee attack to the grenade, so it might not go so far. But it is faster and could pay off better than picking it up carefully and throwing it.
How far can one melee a grenade back, 1 hex? Can one melee or throw a grenade back from 1 hex away?
>>
>>2745673
Right now we have 30 AP between us, if we count Focus. If we want to stay and fight, I'd say we need at least:

-Smoke
-Grenade both Theurges with GL
-Stun everyone else

>>2745692
>How far can one melee a grenade back, 1 hex? Can one melee or throw a grenade back from 1 hex away?
This is only relevant for frag hand grenades, which I think we shouldn't use.
>>
>>2745692
I think I can murder at least one Theurge before we retreat.
>>
>>2745698
>>2745454
>>2739036
There's 2 grenades @ 1x2 from me. They might have +AoE to affect us, although I doubt it since the Legionnaire is in front of it..
>>
>>2745704
I don't see any grenades
>>
>>2745710
They're the ones with the red outline with black borders as
-| and |
~
Inbetween the husk and shield legionnaire's 6.
>>
Focus, control the legionnaire, kill the theurge with the legionnaire. Arc grenades over the rock, kill the rest. Or call gas, and shoot the thralls on west side with pistols. There are already grenades east. Or undo the summoning of the thralls, or add to the potential of that grenade so it kills everyone in this courtyard.
>>
>>2745715
Those are grenades? Holy shit.

Anyway, I'm going to sleep now, but my current plan is:

>Pop smoke on your position
>Move to your position
>Rapidfire 3 stun grenades 2 1111 from you. This should stun everyone in AoE 3, which hopefully includes the southern Theurge
>Grenade the northern Theurge with +3 aim

That's my 18 Ap. +4 more Ap would give me +3 more aim to give a 95% hit rate on the Theurge and increased crit chance for the whole turn.
>>
>>2745734
>Those are grenades? Holy shit.
They're grenade markers. The actual grenade is a small dark black circle, of which only 1 is visible.

>>2745734
Since >>2745336
>>Interupting overwatches is not useful if the interuption happens after the trigger.
Post order comes into play, I guess I'll type up my response now.
>>
>>2745738
Why are they where they are though? Is it our grenades?
>>
>>2745749
>>2739036
Doubt it. Probably Pathfinders’. They have a base Accuracy of 3.
>>
>>2745756
>3
9.
>>
>>2745756
Right.

So, regarding the plan. That was for if we stay and fight, but I'm afraid that more enemies will arrive from inside the building and just instagib us (which seems to be the trap of this deployment zone). In the light of this, I think it'll be best if I pop smoke on us both, you call an artillery barrage to kill at least someone, then we both retreat.

I'm going to sleep now. Hope tomorrow I'll have a better plan.
>>
>>2745769
>>2745769
>THREE Theurges and FOUR Arcani Agents. The Theurges should each have a bodyguard of 2 Legionnaires, for SIX Legionnaires.
>The opposition we should expect this time is a a platoon of Pathfinders with limited heavy backup, but "limited" is not "no". They have AT guns and two Light Walkers guarding the position.
That's actually almost all the known Legion units.
>>
>>2745775
>>>2745769#
Meant >>2737787
>>
>>2745775
That's why I'm proposing the bombardment
>>
>>2745779
I would say we kill what we can, then evac on the same turn. After that redeploy on the West edge of map.
>>
>>2745533
>How much HT do Husks have?
>>2722918
>If the Theurges ressurected a Vanadian, Pytherian or Swarm corpse... well, the Reanimated Husk is mostly barebones, powered by the soulscrap and the will of the Theurge puppeting them. We saw them lift a Sigilcraft back on its feet, but it wa sluggish.
I'm guessing it's significantly less HT than the original person.
>>
>>2745734
>>Pop smoke on your position
That would also decrease your ES if you fire through the smoke.

>>2687544
>You can overwatch conditionally (“when targets do XXX”). And Command tries to make overwatching as useful as possible, so interprets in player favour.
If I list an action as a conditional, like shoot or use a Field Kit if Alice does something or if one of my actions fail, do I roll for it in advance?
>>
Rolled 4, 3, 1 = 8 (3d6)

>>2745454
>[Reactive] Dodge face 1.
>Control: Shield Legionnaire. Melee grenades back to South-East Arcani. 3*2 AP.
>Control: Shield Legionnaire. Move 5. Bulwark me and Alice. Face 2 so it can't AoO on either of us, otherwise Face 1 if it still can AoO from our original positions. 1+2(?) AP.
>Control: Husk from Alice's 6. Move 1. 1 AP.
>If contest for Husks's control(?) fails, Field Kit HT on me. +1 ES. 4+1 AP (3+1 Focus?).
>If contest for Husks's control(?) fails, mind bullet said Husk to death, spend however much AP is needed (1-3?) (3 Focus?) .
>Evacuate. 4 AP (4 Focus?).

Roll for potential Field Kit action.

==Lt. "Rookie"==
lvl 4
Ht 2/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-14
Fieldcraft-12
>[GRIT] is Range. 1 AP or Focus:+1 Range. 2 AP:+1 AoE.
>Spend AP interchangeably on any unit, 0 AoE. 1 AP or Focus:4 HT damage, 0 AoE. Both auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range. 1 AoE, finds Connections.
>Spend 4 AP to manifest a Projection within Range, which has AP = Your AP. Disappears at the end of your turn, and can otherwise take full actions.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range; 1d3+M dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Chirni77 (ammo 40/40 (2/2 rld); RoF +1/3 @ 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>>2745845
No.

>>2745775
A platoon of pathfinders, Lieutenant. They wouldn't leave Voltera entirely undefended.
>>
>>2745854
>No.
>>2745851
Oh then disregard my roll.

>>2745854
>A platoon of pathfinders, Lieutenant. They wouldn't leave Voltera entirely undefended.
>>2745775
>That's actually almost all the known Legion units.
That's what I meant by almost. I lost count of Pathfinders but the rest are all known from our intel. I think that'd be about 8 Pathfinders unknown.
>>
Rolled 3, 1, 1 = 5 (3d6)

>>2745454
>Deploy on side C number 2 as a coordinator.
>move: 6 behind the rock, no I'm not retreating I'm finding a secure place in which a tech operative can perform his work.
>Burn 1 focus and 11 ap to get +3 supply.
>Slightly wonder about the benefits of cybernetics as I open my com and contact command for a set. Burning 11 focus for the memes.
>Use 3 ap and [scan] the area around the compound
==Ukarl==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 2 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out..
>>
Rolled 2, 2, 6, 1 = 11 (4d6)

>>2745454
>generate 1d6 electricity
>reel hookshot in (1 AP)
>fire hookshot at east side of light walker, evaluate 5 (7 AP)
>generate 2 AP with focus
>reel myself into it (6 AP)
Wheeee!
Hang on tight, troopers!

==Milksop==
Int 41/45 Focus 10/12 Reaction 0
Ap 12 Grit 0 Crunch 0
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
Tolerance Push
Remove [Heavy] this phase but roll vs Int for a Complication.
Take extra AP. Each adds +1 to Complication rolls (and force a roll).
--
Det: [Heavy] (DR 19; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP to grab; range 10; reel with 1 AP [1 AP per hex against large or static targets]; swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
>>2745454
>-Unexpected Veteran: +1 [Chance]
>Deploy?

==Resin==
Ht 10/10 Focus 14/14 Reaction 8
AP 12 Grit 2 Crunch 4
--
Accuracy 10
Fieldcraft 10
[Chance] 10

--
-Def: [Light] (DR 1; Consumables are 4!)
-ManipArray:
2! to [Manifest]. 4 Range.
1! = +1 Skill. -1Skill =+1Target/Range. -2Skill = +1Crunch.
Maintain / Repeat with 3!.
-TrenchKit
-6! Emitter
>>
Rolled 4, 2, 6, 2 = 14 (4d6)

>>2745454
>-Gain Potential
>-Use 2 Potential to negate the creation of the husk 6 of me
>-Use 1 Potential to negate 1 damage from the last turn
>Pop smoke on my position (4Ap)
>Move 3 (1Ap)
>Call saturation bombardment (gas) 111 12 (6Ap (1Focus))
>-Add 3 Focus as Ap to the bombardment call accuracy
>-Add 3 Potential as Ap to the bombardment call accuracy
>Evacuate (4Ap (4Focus)?)

==Alice==
Ht 1/12 Focus 8/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 6
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 1, no cover, 5/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
x2 Field Kit (restore 1d6+m Ht or Focus)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2746823
You have to specify a deployment zone. A, B or C. C is getting overrun, so you may want to pop in there.
>>
>>2746823
Also on this map you can act immediately when you deploy, so when you deploy go ahead and post your actions.
>>
>>2746823
>>2747041

You likely don't want to deploy at A though
>>
>>2747050
>>2747041
>>2746823
Actually I misposted. I meant A, because It's getting overrun and the map objective is down there. If we fall there we WILL lose the objective by the time the the north squads make it down. After all, the north squads are just there to occupy a mass of troops and those two tanks.
Actu
>>
>>2747090
Deploying at A is one-turn suicide unless you're in a tank, but we have no supply to deploy more tanks.
>>
>>2747099
Have you and Rookie retreated yet? Because if you have, then I'd agree with you on no one deploying. If you're staying to fight however, we need EVERYONE to push from there. The bulk of the special units are there and so is the objective somewhere.
>>
>>2747132
We have retreated already.
>>
>>2747134
Where are you redeploying?
>>
>>2747144
I'll wait for the turn results to decide.
>>
>>2745920
Karla! You see that in the southeastern computer-terminal-thing, yeah? Looks like our intel team saw some wire coming out of it. That smells like someone is up to something.
You're a techer. Electronics are your thing, right? Right?
What I'm trying to say here is that the wire scares me. See if you can do your magic on it.
>>
>>2747014
>>Pop smoke on my position (4Ap)
This is a good way to get around the accuracy ES loss.

>>2747043
>>2738870
>>2742784
>You can act on the same turn you deploy from if you know the deployment area's coordinates (not an unmarked edge).
>>2742386
>southwest building clear.
You can try deploying on West or South-West edge.

>>2746823
>>-Unexpected Veteran: +1 [Chance]
>>2717155
So you got around to using that level up.

>>2743465
>>Move 3,3 and have him create a Psionic Storm for 8 AP at 3,3,4 of his new position
>>2745336
How did Gale not hit the intended targets and instead friendly fire? >>2742823
>Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
>Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Does Crash your Field cause it to deal damage around one's Grit centered on oneself like the end-of-turn auto-attack does, and Maelstrom is needed for it to be at range? Is it possible to Crash a Maelstrom's field?
How much damage does a Maelstrom deal in comparison? Is Maelstrom delayed activation?
>>
Rolled 1, 4, 2, 1, 3, 3, 2, 4, 6, 1, 1, 1, 5, 1, 4 = 39 (15d6)

>>2745454
"Oh no I, I'm so sorry I didn't I- I thought-I-It-b-but and...I needed the *release* I-I just killed you. It-I just...I'm horrible..."

>Actions
>Move 3,3
>Fire Chirni in a burst of 6 at pathfinder 3,4,4,4
>Fire Chirni in a burst of 6 at pathfinder 3,3,3,3,4,4
>Fire Chirni in a burst of 6 at pathfinder 3,3,4,4
>Fire Chirni at pathfinder 3,3. Use 6 rounds
>Fire Chirni at OTHER pathfinder 3,3. Use 6 rounds
>Move 6, prone
>Reactive overwatch with remaining ammo
>Exclude self from psionic storm for 1AP
==Gale==
Ht12/12 Focus10/14 Reaction9
AP10 Grit3 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/3 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit

[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Spend 1 AP to exclude a target. You need to exclude yourself.
Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>>
>>2742986
>If you could tunnel into the vehicle itself, or breach it by climbing it and throwing the grenade down the access hatch, you'd be better off.
>>2743003
>Given the joyous existence of your convenient multi-tools, a particularly daring suicidal trencher could climb on top of a sigilcraft - being then safely out of range of its weaponry - and effect a breach into the core by opening the hatches.
How much AP does it take to tunnel into the vehicle to throw a grenade into the hatch, the same as climbing it? >>2737780 Which from the AP to evacuate a B-Tank, 4 AP to climb or tunnel and another 4 AP to throw a grenade?
Can only units with a Multitool climb or tunnel into the hatch to throw grenades into it? Meaning Troopers can't?
>>
>>2747294
because hitting everything in the range of your field is not the same as targetting a single point within it.
>>
>>2747314
Trencher Rookie, it says.

"Carve through 20 points of plating". Given that multitools currently destruct one point per AP spent, it would take 20 AP to create an opening, a further 4 to throw in a grenade also some to get clear.

as much as the bondpilots of Pytheria do rely slightly more on their enhanced connection with their vehicle, and cannot be called very trained because of it, they do follow basic security doctrines. It is not so simply as simply opening a hatch.
>>
Rolled 3, 4, 3, 4, 6, 6 = 26 (6d6)

>>2745454

>Throw grenade 4, 5, 4 (4 ap?)
>Fire Raildriver 4, 4, 4, 4 at enemy (5 ap)
>Build up cover 2 str @ 4
>Build up cover 1 str @ 5

==Tatiana==
Ht 10/10 Focus 12 Reaction 7
AP 12 Grit 2 Crunch 4
--
Accuracy-9
Fieldcraft-10
Hack: 12
--
Hand1: Driet Raildriver
-
[Integrated Compliance Protocols]: Spawn a drone for 3 AP. Roll vs Processing for your model. Margin decides.
>>
File: Manor_8.jpg (3.12 MB, 3523x3915)
3.12 MB
3.12 MB JPG
==Trenchers==
Tr1 | Stump [ Ht 12 Focus 8 ] [Regained 4]
>*
Tr2 | Rookie [Ht 2 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [3 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 1 Focus 8]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12] [2Elec]
Te10 | Karla [ Ht 10 Focus 0]
Re11 | Resin [Ht 12 Focus 14

==Allies==
Supplies: 5
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
==Casualties==
11 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer

--

Fantastic turn-around, Trenchers! That's 8 Pathfinders, done and down!

>>2745488
Sheer Bloody Competence, Rank 2:

>Gain 1 Focus per Kill, Capture or Incapacitate.
>You ROF at +1 better (1/2 for standard Chirni)
>You Recoil at -1 Better (1 for the Standard Chirni)

>You have +1 Reaction
>Reduce the AP cost of all weapons or consumables by 1, to a minimum of 1.
>Spend x3 the Standard Cost of a weapon (9 for the Chirni) to shoot once and force a crit.

>Do Something Extraordinary to... well, hm?

--

Trenchers Rookie and Alice redeploy.

Retreating off of the map to redeploy elsewhere does not allow any final actions.

--

They're on the ropes, Trenchers!

[ Enemy Phase ]
>>
File: Manor_9.jpg (3 MB, 3523x3915)
3 MB
3 MB JPG
==Trenchers==
Tr1 | Stump [ Ht 12 Focus 8 ] [Regained 4]
>*
Tr2 | Rookie [Ht 2 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [3 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 1 Focus 8]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12] [2Elec]
Te10 | Karla [ Ht 10 Focus 0]
Re11 | Resin [Ht 12 Focus 14]

==Allies==
Supplies: 5
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
==Casualties==
12 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer

--
[Trooper] "Grenaaadeeees!
Did we--- did we get it... IT'S STILL MOVING"

Careful investment in protection and shield saves the lives of a trooper section. The Sigilcraft shudders under a staggering barrage of close range grenades.

--

Trenchers, the pathfinders are falling! The outskirts are clearing out. Take control, and push into the interior and we can still save the day.

Night falls in 3 turns, Trenchers!

[ Trenchers to act ]
>>
Rolled 5, 3, 2, 5, 2, 4, 2, 3, 4, 6, 2, 1, 2, 4 = 45 (14d6)

>>2750313
>Deploy B5
>-Gain Potential
>1 Ap to improve crits to 1-7
>Restore Ht with Field Kit
>Shoot 2 grenades 4445 (+1 to hit from RoF)
>-Add 5 Potential to the event "grenades hit exactly where aimed"
>-Overwatch negating incoming damage with Potential

==Alice==
Ht 1/12 Focus 8/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 10
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 5/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
x2 Field Kit (restore 1d6+m Ht or Focus)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2750313
Stump nods to the troopers, they have it handled.
"Requesting mortar bombardment, SW facility. Bikes.

Securing objective."

> 3AP reload my chirni-77
> Move 445
> 1AP Using rubble, climb onto the roof
> 1AP Stay low
> Move 32
> Dodge

==Stump==
Ht 12 Focus 4 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77 40/40
>>
Rolled 5, 2, 4, 5 = 16 (4d6)

>>2750313
>generate 1d6 electricity
>generate 20 electricity using 10 AP
>eelplate the shit out of the walker (2 AP)
>convert 1 focus to AP to order the troopers to get on the AT cannon
>>2750353
You reload at 2 AP now on account of being a total badass.

==Milksop==
Int 41/45 Focus 10/12 Reaction 0
Ap 12 Grit 0 Crunch 0
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
Tolerance Push
Remove [Heavy] this phase but roll vs Int for a Complication.
Take extra AP. Each adds +1 to Complication rolls (and force a roll).
--
Det: [Heavy] (DR 19; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP to grab; range 10; reel with 1 AP [1 AP per hex against large or static targets]; swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
>>2750354
As far as I understand, you only pay Ap for the range when using Eelplate, so you can use it on that walker for ... 0 ap?
>>
>>2750364
It starts at 0 range, I have to use 2 AP to generate 1p to generate 1 range for the eelplate to actually function.
Presumably.
>>
>>2750353
Reloading costs 6 AP. Try again.
>>
>>2750354
>>2750364
>>2750367
Discharging without buying any range electrifies the vehicle unit. In case someone is climbinging you, you are in melee or you are standing in water.
>>
>>2750375
Or if I am tethered to something with a hookshot, right?
>>
>>2750367
You generate 2p per Ap, not vice versa
>>
>>2750379
>>2750375
shit well paint me teal and color me surprised
In that case I'll use the 2 AP to generate more electricity.
>>
>>2750382
Yeah, this makes the chemsprayer unexpectedly good at sniping.
>>
>>2750387
Assuming weather conditions go 0, -1, -2, -3, how many points of [Chem] do you think you need to overcome -1?
>>
>>2750404
Chemsprayer doesn't require a roll, does it?
>>
>>2750370
14 bullets it is.
>>
>>2750408
You still need to put effect on target, so yes.

But more specifically, flamethrowering from the other side of the map won't work. 1 point buys a point of range, going up from 0. 2 points buys a point of range going up from -1. 3 points buy a point of range going up from -2.

Formidable as flamethrowers are, they are not particularly useful long range bombardment tools.
>>
>>2750424
Unless I can spend 3AP at the end of the turn to start reloading, then 3AP at the start of the next to finish?
>>
>>2750494
I never once rolled for chemsprayer, and nobody told me anything...
>>
>>2750495
That’s fine.
>>
>>2750313
>Move: 4,5,5,6
>1 AP pick up box full of cybernetics.
>Move: 1,1,
>Retreat off the map to perform coordinator actions from off field...oh also to get said cybernetics installed...BECAUSE YEAH!!!!!

==Karla==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 2 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out..
>>
>>2750891
Coordinator Karla wanders off into the Seriaki plains with a backpack full of rations, a box full of odd metal supplies and one light blue Vanadian uniform.

The Pytherian patrol that finds them is in for a treat.
>>
>>2750916
*salutes before death*
>>
>Deploy as a tech coordinator, while karla dies to pytherians.

==Karla==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 2 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out..
>>
Rolled 1, 4, 1 = 6 (3d6)

>>2750313
>4! Move 444 4
>4! Take Cover (wall south)
>4!+3Focus. Cast [Loaded Dice] on Resin (0), Milksop (565), and Veteran Trooper (34). [Chance] 13
>-[Loaded Dice]: Target may reroll 5s & 6s, taking the new value instead. (Chance10+2+3=15, -2=+2targets) Crunch 4: 2crunch for two values (5&6), not certain if remaining 2crunch means reroll up to two dice, or reroll for up to two actions.

==Resin==
Ht 10/10 Focus 11/14 Reaction 8
AP 12 Grit 2 Crunch 4
--
Accuracy 10
Fieldcraft 10
[Chance] 10

--
-Def: [Light] (DR 1; Consumables are 4!)
-ManipArray:
2! to [Manifest]. 4 Range.
1! = +1 Skill. -1Skill =+1Target/Range. -2Skill = +1Crunch. -1Crunch=+1Range
Maintain / Repeat with 3!.
-TrenchKit
-6! Emitter
-2! Regain 1Fc
>>
Rolled 4, 6, 5, 6, 2, 6, 2, 2, 1 = 34 (9d6)

>>2750313

>Fire raildriver 4 4 4 (+1 ap)
>Spawn 2 drones (6 ap)

==Tatiana==
Ht 7/10 Focus 12 Reaction 7
AP 12 Grit 2 Crunch 4
--
Accuracy-9
Fieldcraft-10
Hack: 12
--
Hand1: Driet Raildriver
-
[Integrated Compliance Protocols]: Spawn a drone for 3 AP. Roll vs Processing for your model. Margin decides.
>>
>>2751432
We seem to have very different conceptualisations of a given operation, ResOp.

The Array targets a point. For a field that affects all within it, you need emitters. You cannot freely effect everything within 5, you work at a given point within the area.

This means that to target yourself then Milksop then a veteran you'd need to cast a single function that targets yourself, the hexes moving towards them, them, them inside those hexes. This has the byproduct that if anyone was standing in the unoccupied hexes, they might also be affected.

-6 in total.

To quantify subdivided reroll targets, that's more targets, -2.

So -8. That ends with you rolling at 15-8 -> 7.

Crunch 4 couldn't affect 5 and 6 on a dice. You'd need -4 for +2 Crunch to get to Crunch 6 to twist those numbers.

Rolling vs 3.

You couldn't subdivide crunch, and there would be no leftover. Any remainder is used or lost. In the case of a reroll effect, you would tag a target and they would reroll 6s so long as the effect was maintained.
>>
>>2752821
Yes, we do have very different concepts. What are the odds?

>The Array targets a point. For a field that affects all within it, you need emitters. You cannot freely effect everything within 5, you work at a given point within the area.
This is an issue with my manual then.My instructor may have replaced these pages with napkin scribblings. +1target does not translate to me as +1adjacent target.

>-6 in total.
-5? Unless there is not base target of 1? 6hexes targetted.

>To quantify subdivided reroll targets, that's more targets,
This makes sense. But, does bring up the question: if targeting an action for rerolling, is it 6 targets (for d6) or 1 target (for 1 action)?
(Also, is it not -12, for 2subtargets in each targeted tile?)

>Crunch 4 couldn't affect 5 and 6 on a dice. You'd need -4 for +2 Crunch to get to Crunch 6 to twist those numbers.
Because a d6 has a chance value of 6? Therefore any reroll effect requires crunch 6?
Or, because the target is a 6? Therefore affecting an accuracy 10 requires crunch 10?

-if d6=chance 6, does affecting accuracy require:
crunch 6 (because 3[d6]),
crunch 3 (because [3]d6),
or crunch 18 (because 3×6)
Or does it just use crunch, because it's a static effect?
>>
>>2750494
>You still need to put effect on target, so yes.
So it has to roll for any offensive usage? The other times it didn't have to roll was because it was a defensive foam shield?

>>2750293
>Retreating off of the map to redeploy elsewhere does not allow any final actions.
I'm guessing this applies to free actions like [Command]?
Can we do other stuff once we [Withdraw] and before we redeploy, like use a Field Kit on myself and Alice off-map?
Can we redeploy anywhere as deploy works?
>>2747014
How did Alice withdraw without being hit by the Husk's AoO? Did the Husk miss or did [Withdraw] ignore AoO?
>>2745504
>They missed. He ran with grace.
Does Reaction and sprint help with missing, or it was a straight miss?

>>2738870
>A little incorrect, but only on the edges.
>If the deployment zone is clear, you can act the same turn you deploy.
If we specify the coordinates of where we deploy in an unlisted deployment zone, like 1 of the South-West rock, would we be able to take actions as normal as a listed deployment zone?

>>2750313
>Night falls in 3 turns, Trenchers!
What happens when night falls?

>>2750293
>>2750313
Where did vision of the enemy units go? Did they go indoors or is it before they're no longer within our FoV?
>>
>>2750916
>>2750960
Is it possible to send someone to rescue Karla and the supplies?
>>
>>2737780
Is the [Reactive] free Overwatch applicable to anything with the Chirni77 equipped, or only the Chirni77? Say it could be used with one's talents, Sharp Edge, or C7 Service Pistol?

If one has spare hits from burst firing or expending ammo in one action, do the spare hits hit other enemies within the same or adjacent hex, or it requires separate shoot or Overwatch actions to hit more than one individual without AoE?
>>
>>2752946
> What happens when night falls?
It gets darker. But also:

>>2737768
>The Pytherian main thrust is inching forward and if they manage to gain enough ground that they can safey extract Voltera, we will not have another chance.

>So you cannot - cannot - let them get to him . . .

We may lose our window.
>>
>>2752946
>So it has to roll for any offensive usage? The other times it didn't have to roll was because it was a defensive foam shield?
I think we burned out a bunker full of pythies one time with the flamethrower.
http://suptg.thisisnotatrueending.com/qstarchive/2692108/#p2692591
Seems like it required a roll.
>What happens when night falls?
hopefully not the bugs (its probably the bugs)
>>
>>2752933
-6, but only in Command's example but only because you wrote Veteran Trooper and Command read that as "the veteran and the trooper". Veterans are just veterans. Troopers are just troopers. Veteran Trooper with individual capitalisation when they're in the same hex might be misunderstood.

Anyhow, targets and dice.

Granted, this is less than immediately intuitive - but the actual answer is "none of the above".

In attempting an action that directly influences the reality of the world, you manipulate the interface by which the rest of the world is experienced. "dice" as concept are powerful things, and you'll notice how far up the ladder of Other we have to go before Trenchers start messing about with Potential and Probability.

Forcing a reroll, forcing it on specific targets, and in so doing actually increasing to hit, lowering failure, increasing critical hit and completely nullifying critical failure is very complex interaction. It layers mulitple given manipulations that are otherwise performed as single unique operations unto a concept you-as-a-player get to experience (the actual rolling of dice) that has no bearing on the actual reality of the gameworld (the action of a unit firing a gun at someone).

If this becomes easy, then there is no point in ever "Increase chance to hit by +4". You've done all that and three times more.

It sneaks in, in what you attempt to do, several assumptions.

eg: that you can target dice individually

That you can target dice numbers individually

That you can affect dice rolled by using chance and that you can affect individual dice rolled in actions (as opposed to the actions in total by adding a penalty or a bonus) /as/ opposed the chance of individual actions succeeding.

This leads to variable assumptions later on like "I apply a -4 penalty but only to the middle dice in 3d6".

So specifically for operations that sub-target the fundamental operating cornerstones of reality (eg: literal gamestate logic), you pay Crunch and you pay a lot. This is the curse of the ResOp. Lots of power, but issues.

--
>>
>>2753049
>>2752933
Now, because Command saw this coming given some of the Trencher Talents and a fair amount of interesting ResonanceOperative use, the costing should perhaps have been clearer. Let's go over it.

Targets:

A single action/roll is 1 target ("Shooting")
A dice within a single action is -2 ("any 1s for this attack")
A single specific effect from a dice associated with a single roll ("The damage rolls for this attack") -3.

Because messing with reality defining dice is important, it takes crunch equivalent to the dice face you want to mess with. Per dice.

Messing with 1 has less dire consequences for the output than messing with 6. Or, it has different consequences, but because one pushes up failure and the other reduces it, one is just easier in this universe.

So the answer is that if you wish to reroll 1s, it takes 1 crunch (You're increasing your own chance of failure, and you're reducing critical). Forcing a reroll for 6s takes 6 crunch (it mitigates all potential for critical failure and vastly increases to hit odds).

To affect Accuracy, the numbers don't matter. Treating them as important is looking at the character sheet of individual units and assuming that you have access to it. You do not. You influence the chance of an action by applying your crunch as a modifier.

They get +4 to hit or -4 to hit.
Or +4 Crit / -4 Crit
Or +Chance of critical failure
Or +4 chance of Jamming.

These are all separate functions.

Interacting directly with rolled dice condenses all of these effects, as stated, so it ends up costing approximately three times as much.

So to force a reroll, first reduce a given dice result to 0 (6 Crunch). That rerolls 1 dice.

To grant a universal do-over, you need 18 crunch.
>>
>>2753062
A number of other paths present themselves that are adjacent to but don't entirely operate in the same space.

You can reduce the chance of someone taking damage by increasing the odds they dodge, the odds of an attack missing or the probability that something just gets in the way.

If you want to chance events into happening, the crunch is treated as a roll or a modifier to a roll.
>>
>>2752946
There are odds that any given action doesn't work. 18 tends to incur issues. There are also some effects that depend on the roll.

You can redeploy anywhere, and you can use items - same cost as normal - to get back on your feet. We also have usually have off-map support, well, err, off map. Which heals you as normal (It costs 4 AP, but doesn't cost you anything). Restock ammo for free too.

You can deploy in marked zones or at flags!

Reaction helps when people attack, but in this case the pathfinders just missed. Sprint doesn't give you a defensive bonus (By rights, it should, but that's a lot of extra tracking).

The Husk missed!

The enemy is has moved inside, and we have no eyes on.

>>2752955
I'm sure Karla will be okay. They can redeploy on map if they want.

>>2752997
The reactive overwatch is from the Chirni. You get to overwatch, with, well, the chirni. Because it is reactive.

>An alternate interpretation of that rule leads to odd interaction effects with a lot of other equipment, like holding a shotgun to get Blast from the Pistol. Weapons that grant options must be used with that weapon.

Bursting and spare hits do hit enemies in the same hex / line of fire. It's not been noted explicitly, but Command felt it was kind of a given that burst firing into a small, contained zone could strike more than one unit at once. The extra hits and bullets aren't "lost", and can often lead to more hits.

(The basic logic of this so far has been counting excess hits scored, -1 for new target, then applying them to next, run out until out of bullets and hits scored)

>>2753031
>>2753045
It would be very dark at night. And the Unity Creatures do not seem to like sunlight. And with every passing hour, our window closes as the Pytherian advance rolls further into the Seriaki plains. Given their need to consolidate their position, it is not unlikely that they would deploy those damnable biomechanical beasts to aid their attack. Personally, Trenchers, I'd rather not risk it.
>>
>>2753080
>Which heals you as normal (It costs 4 AP, but doesn't cost you anything).
Do we have to roll for it and get healed a given amount like the Field Kits, or it auto-succeeds and we fully heal?

>-1 for new target,
To hit/ES or extra hits/bullets?

>The Husk missed!
Lucky.
>>2753031
>>2753045
>>2753080
>It would be very dark at night. And the Unity Creatures do not seem to like sunlight. And with every passing hour, our window closes as the Pytherian advance rolls further into the Seriaki plains. Given their need to consolidate their position, it is not unlikely that they would deploy those damnable biomechanical beasts to aid their attack. Personally, Trenchers, I'd rather not risk it.
Figures.

>>2738029
If Psionic ignores Cover, Dodge, DR, and obstacles like walls, can we directly mind bullet enclosed units like the Bonded Pilots against their HT and Focus? Which I'm guessing is 10-12 HT and X focus?
If we Boost allied actions, does it not take effect if they post before we do? Like evaluating a shoot or Field Kit action where the rolls failed?

>>2750960
>>2750964
Karla, if you could redeploy with those supplies you received before you die, that would be great. I'm guessing that's next turn since you already [Withdrew], unless you spend 4 Focus [Wait that's not what I meant!] to rewrite your action.

>>2750313
I'm guessing the black numbers and light blue numbers on the bottom-right of the walkers are INT and DR respectively?

>>2745567
Do enemies have to survive for the entire turn or phase before anything can be gleaned from Analyze. [Scan+], and possibly Investigate? Or do the enemies simply have to not die before the action, say from a prior action or other player's post?

>>2738136
>>2737780
>>2737986
What about Rend? Does Rend apply before or after the damage dice? How much Rend does the Vindicator GL's Heavy Frags have?
>>
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>>2753062
>>2753071
>>2753080
>>2752933
This might make it seem as if ResOps are fairly limited in what they can affect, and to some extent this is true.

This is where Emitters come in.

Targetting the area as one also applies your crunch as one, per hex in the area, with no general loss.
>>
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>>2753101
. . . Which means a Fire Trained Resonance Operative of the classical elemental bent can handily conjure a companion with

Ht 10
AP 10
Skill 8.
>>
>>2753094
You just get first aid applied by a trained professional, which has its perks.

your second question there seems to have caught a problem, Trencher. To clarify, extra hits lead to extra bullets. A margin of 8 for your standard Chirni gets you 4 extra shots that land. Assuming the first shot downs your target, another two targets standing in the same hex or right behind your first might be subject those same bullets. -1 bullet for a new target, 2 other shots land on someone else.

standard operations model point to point fire, and this is just a bonus to not make full auto attacks magically disperse into the air.

If you wish to specifically target someone else in the same attack action, you can do so with a -4 penalty and an additional roll. This means if you come across a squad of 3 Pathfinders and you want to blast the entire lot, you could take -12 to your attacks, roll 3 times, and blast your entire magazine of 36 bullets to roll vs standard accuracy against all of them.

Or just make two attack actions.

It does not ignore Dodge. Targets that cannot sense your incoming attack do not get to dodge. That's a very different beast - if someone could sense your attack, they would get to dodge. It is likely that two hostile types on this map could do just that.

Because of the stringent training, Bond Pilots all do have a Focus stat. And being inside their pilotnest, they are handily shielded by layers of metal and defences. It would be hard to target them. But not impossible.

If you teamwork with someone else Command arranges the actions so that the teamworking works. You are trained professionals, Trencher. It's the least we can expect!

They just need to be alive when you do it. Although the longer you do get to filch their mental treasures, the more they'll tell you.

Before. Rend --> Damage versus new armor.

Vindicators have no rending.
>>
>>2753120
>It does not ignore Dodge. Targets that cannot sense your incoming attack do not get to dodge. That's a very different beast - if someone could sense your attack, they would get to dodge. It is likely that two hostile types on this map could do just that.
Theurge and Arcani Agent?

>>2753120
>You just get first aid applied by a trained professional, which has its perks.
Neat. So if you want to restore HT and Focus, you have to spend 4x2 AP to get both?

>>2753120
>Vindicators have no rending.
Huh. Regular frags have Rend versus Heavy Frags.

>>2738136
>Assuming you standard sigilcraft armor plating works approaching the way ours do, a Cannonshot that rolls 9 damage will penetrate 5.
>(14 rolled cannon damage translates to 10 damage, but 14 rolled vindicator damage translates to 9)
>>
>>2753137
>>>2738136#
>>Assuming you standard sigilcraft armor plating works approaching the way ours do, a Cannonshot that rolls 9 damage will penetrate 5.
>>(14 rolled cannon damage translates to 10 damage, but 14 rolled vindicator damage translates to 9)
>>2739036
Accidentally posted early.
If a Light Walker has 20 DR, and 14(4) cannon damage would make it 14 damage against 5 DR, that would be 9 damage?
However, if a Vindicator has 14 damage against 20 DR, would that be 0 damage?
>>
>>2753137
We can only do so much with the gear we have. The vindicator is primarily an infantry support weapon. It fires heavy grenades, but "heavy" is more a specific reference to their nature. They're meant to fragment and cover a large area.

And the Arcani and the Theurge would be good bets, Trencher!

That's the cost.
>>
>>2753140
14 would be be 9.

Combat math, Trencher!

If it has the same amount of plate as ours, it has 19 plating.

A 14 damage roll on the vindicator comes out to 28( since 2x) and 28-19 is 9 damage.

(we know from IntSec it actually has 20 plating, which means your standard Vindicator has about 46% chance of actually doing damage.)

(( Contra the standard cannon which we operator with, which versus 20 plating has about 96% chance of penetrating ))
>>
>>2738136
>(14 rolled cannon damage translates to 10 damage, but 14 rolled vindicator damage translates to 9)
>>2753140
>However, if a Vindicator has 14 damage against 20 DR, would that be 0 damage?
>>2753161
>A 14 damage roll on the vindicator comes out to 28( since 2x) and 28-19 is 9 damage.
Oh. So it was before the multiplication, not after.

Is it possible to snipe the Bonded Pilot, or does one have to get past all the DR and INT first if attacking from outside it? Or get past all the DR first if [Deconstruct] to access the access hatch to then snipe the Bonded Pilot?

>>2753120
>Because of the stringent training, Bond Pilots all do have a Focus stat. And being inside their pilotnest, they are handily shielded by layers of metal and defences. It would be hard to target them. But not impossible.
So a roll for the auto-success attacks would be required by the player or SM? I'm guessing it'd require the Accuracy stat? What would make targeting the Pilot easier, reducing the INT or DR?
>>
>>2753182
Unfortunately, Sigilcraft do not have the common frailties of normal vehices. the pilot does not see out through a viewslot, they sense through the vehicle itself. There is no access from the outside to the pilot. The pilotnest really is a nest, of a kind. Safe and secure.

If we could snipe the damnable fools, this war would be easier.

And you could still hit them automatically. There is just fair chance they then resist, rolling their Focus in opposition.
>>
>>2753120
>You just get first aid applied by a trained professional, which has its perks.
Should we roll for off-map surgeons? What's their Fieldcraft equivalent rating? I'd like to know the amount of HT I'd expect to be healing.
>>
>>2750313
"I've got it, flag Alpha captured! D-Don't deploy in yet anybody, I need to get out of here before It's safe...Oh, look at all those bodies. We need a medic here, I think some of them are still alive. N-Not yet though, I don't have the strength to spare anyone. Please."

>Actions
>Half-Reload for 3AP
>Move 3,3 for 2AP
>Capture flag for 4AP
>Protect self from storm for 1AP
>Reactive dodge with the Chirni

==Gale==
Ht12/12 Focus10/14 Reaction9
AP10 Grit3 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/3 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit

[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Spend 1 AP to exclude a target. You need to exclude yourself.
Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>>
>>2753223
To full, for 4 AP, and this goes for Healing and Focus. No cost, no roll. We try to take care of you trencher.
>>
Man, all this resop stuff is complicated.
Where the hell do they even come from, anyways?
>>
>>2753275
Confirmed, Trencher. Setting up for close support.
>>
>>2750313
>Off-map heal HT. 4 AP.
>Refill gear.
>>2750329
>>2753275
>Wait for grenades to finish detonating before deploying @ B5.
>Move 4x2. However much is needed to move close enough to the Walker to [Deconstruct]. 1x2 AP.
>[Deconstruct] Walker's DR until it's gone. 1x2 AP.
>Remove Sigilcore. 1 AP?
>Mind bullet Walker's Pilot to death. (3-5 AP?)
Is it possible for Bonded Pilots to exit their vehicle?
>[Reactive] Overwatch @ 4. +1 Range. 8 Ammo.
>Spend however much AP or Focus is needed to finish these actions.

>>2751587
Tatiana, if you could order your drones to secure the East AT gun and flag that would be great.
>Order B-Zone units to secure East AT gun and flag. 0-1 AP?

>>2750354
>>2751432
>>2750891
>>2750964
>Deploy 1 SST @ C7.
>Order SST to assist C-Zone units (Veteran and Trooper) against the Legionnaires. Particularly the one with AoO against the squad. A stun, shove, or flash should work.
>Order C-Zone units to secure Center-East AT gun and flag.

>>2750353
>Deploy 2 Troopers nearby South-West AT gun.
>Order Center-West units to nade the Husk and wasps if they’re too close. Use spare AP to either capture flag or use AT gun against North-West Walker. 0-1 AP?
>Order South-West Troopers to nade South-West Pathfinders if they’re too close. Use spare AP to either capture flag or secure South flank. 0-1 AP?
>Use AP or Focus to give orders as necessary.

==Lt. "Rookie"==
lvl 4
Ht 12/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-14
Fieldcraft-12
>[GRIT] is Range. 1 AP or Focus:+1 Range. 2 AP:+1 AoE.
>Spend AP interchangeably on any unit, 0 AoE. 1 AP or Focus:4 HT damage, 0 AoE. Both auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range. 1 AoE, finds Connections.
>Spend 4 AP to manifest a Projection within Range, which has AP = Your AP. Disappears at the end of your turn, and can otherwise take full actions.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range; 1d3+M dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Chirni77 (ammo 40/40 (2/2 rld); RoF +1/3 @ 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>>2753428
>>[Reactive] Overwatch @ 4. +1 Range. 8 Ammo.
+3 Range from the ammo.
>>
Rolled 3, 4, 1, 5, 1, 2, 4, 3, 6, 3, 6, 2, 3, 4, 2, 4, 3, 4, 4, 3, 4, 6, 1, 5 = 83 (24d6)

>>2753428
Oh hm?
>>
>>2753431
>>2753428
>Chirni77 (ammo 40/40 (2/2 rld); RoF +1/3 @ 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
>>2737780
Oh wait, +3 ES and +3 Range is 3x3+1x3 Ammo = 12 Ammo. I assumed it was +1/2 @ 2.
Guess it's a bit late to change it to 12 Ammo.

>>2753440
That's a lot of rolls.
>>
>>2753120
>It does not ignore Dodge. Targets that cannot sense your incoming attack do not get to dodge. That's a very different beast - if someone could sense your attack, they would get to dodge. It is likely that two hostile types on this map could do just that.
If they can sense my psionic attack, is that only if my psionic attacks are directed towards them, or is it any psionic attack within their range or the effects that they witness? Is anyone able to take action against my psionic attacks if they witness the psionic attack, for something like Overwatch within their range?
>>
File: Manor_10.jpg (3.13 MB, 3523x3915)
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==Trenchers==
Tr1 | Stump [ Ht 12 Focus 8 ] [Regained 4]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 6 Focus 8] [5 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12] [2Elec]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 14
Te12 | Blargh [Ht10 Focus 12]

==Allies==
Supplies: 12
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
==Casualties==
12 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer

--

Trenchers! What a shocking development! We've captured the Pytherian guard block and secured the approach!

As agreed, Sergeant Vladimir and his Benediction Mortar Squad is deploying on the Northwest Rise now! They're prepared to support you!

Fantastic turn-around!

And we can put all this gear to good use!

>+12 Supplies

--

[ ENEMY PHASE ]
>>
File: Manor_11.jpg (3.08 MB, 3523x3915)
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Nightfall in 2 TURNS.

==Trenchers==
Tr1 | Stump [ Ht 12 Focus 8 ] [Regained 4]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 6 Focus 8] [5 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12] [2Elec]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 14
Te12 | Blargh [Ht10 Focus 12]

==Allies==
Supplies: 21
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
Victory Squad: 3 Veterans
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieltrooper.
==Casualties==
14 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer

--

We've captured a Pytherian Standard! +9 supplies!

--

With a low rumble, an internal ammo store ignition causes one sigilcraft to spill its innards. We wait with hushed breath for the smoke and debris to clear off of our remaining armored opponent, and breathe a sigh of relief as we see the damage wracked by grenades, munitions and fury.

Hostile sigilcraft disabled!

[ TRENCHERS! ]
>>
>>2753501
that depends entirely on the faculties by which they sense your intentions.

But it's probably a better-than-chance odds bet that the Arcani would react to anything you do in their immediate view.
>>
>>2754071
A MOMENTS RELIEF.

ANYONE NOT WITHIN 6 OF A PYTHERIAN UNIT OR ACTIVELY BEING ATTACKED MAY RECOVER FOCUS.
>>
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>>2742803
>>2742859
[Meanwhile, elsewhere]

[Colonel]
. . . Colonel, Gerean. Alpha-Six-Two-Seven-Ocean-Sky-Razor-Diamond-Two. Today's pass is "Espresso".

[Hazer]
Yes sir.
New protocols. You know how it is. You here to see the sample? It's been lively.
>>
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>>2754126
[Hazer]
. . . This is Haze-3#, ten minute check-in. All clear.

[Colonel]
You know I'd have shot you both then pretended to be you by reading your name badge if I was an Arcani

[Haze-3#]
Yes.
And then you would have died.

[Colonel]
?

[Haze-3#]
Popup turrets are wired to kill everything in this room if our biomonitors flatline.
>>
>>2754136
>>2754126
[Colonel]
I got you that coffee you like. With the extra milk

[Tveilirisk]
YES. A TRIUMPH. PUT IT OVER THERE

[Colonel]
. . . Inside the containment arrays?

[Tveilirisk]
It is warm coffee, and you just made it while thinking of my stated preferences. Come now. Put it inside the field
>>
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>>2754126
>>2754136
>>2754149
crunch
>>
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>>2754158
>>2754149
>>2754136
>>2754126
[Tveilirisk]
YOU SEE. Relational adapation! Physiological changes in moments! Complete casual violation of the conservation of mass! A total Carlsteen-Hoffmeyer gradient negation, Gerean!

[Colonel]
And this happens with every specimen?

[Tveilirisk]
Yessssssssss !! if only we could somehow get these things to build something, or find out what signal source they use to communicate, or indicate our desires. We could have anything. We could build anything! I could finally finalise my projects!

ooh, I need to contact my colleges in the Carved Seal-- can you find me some pens and some paper? I should be sketching this and--


[Colonel]
This is where I remind you you're a guest of the Vanadian state, Engineer Tveilirisk

[Tveilirisk]
ah yes there is that niggling little detail but let's not let that get in the way of Understanding, you can keep fighting your little war with your little men and your little spent lives and your frankly facinating heresy. I don't see how its any business of mine, you know

[Colonel]
At last count, I can trace four-hundred-seventy-two corpses to your desk, Tveilirisk. Don't push it

[Tveilirisk]
That was just an interesting metallurgical challenge, Gerean! A minor refinement to the tolerance thresholds. And besides, this entire war is a sideshow! I don't know why you get so worked up about it/red]

[Colonel]
A sideshow.
>>
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[Tveilirisk]
It is as best a minor skirmish between toddlers. Sareth endures. And has endured far more. You are a scurrying little rat-king, tails entwined, scavenging the dusty palaces of those who came before you.

This is not a war, rat king.You want Tveilirisk shining secrets? Here is one he shares for free. This is not a war, little rat. I have seen wars. You can speak of battlecraft when mountains shift as your strategem and the winds carry the chilling sleep to your cowering foes. When you have to climb the bones of your piled fallen to reach the front lines. When the shining Eye is blocked by the weight of Intention.

This is not a war. I am here because I want to be. The Theurgical Council, all alight with the rapturous flames of their shining clever-cunning, asked me to help. And yes, yes, little rat, you plucked me from their grasp.

But there are others. And they will finish the artifice they desire in their barely beating hearts. And the God will be even more!


[Colonel]
Explain

[Tveilirisk]
You are looking at it, Commander Rat. This is the shining unlight. This is the Icon. This is it! And it is so pretty, little rat. So so so so beautiful. And it Unites! Don't you see? The Theurges think with their tiny smoke-addled minds that they have a horde of many things, but there is no horde. There is no many things. There is just this. The Icon. And it unites and grows and comes closer and closer and closer and creeping crawling skittering slipping closer to our tiny little light in the deep, vast dark.

The Pytherians think they need a gate and a sign and a sigil to bring it here, to make it serve, but tihi
ti hi

they aren't very good at Sarethian cruciform, little rat.

It already is.
They let it in.
>>
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>>2754222
>>2754181
>>2754158
>>2754149
>>2754136
>>2754126
[Tveilirisk]
So yes. This is not a war, little rat. But maybe you can get to experience one? I think so. We tried this too, in the long dusty past, and here we are. Maybe this time, it will only burn half the world?

[Colonel]
Hm.

[Tveilirisk]
Oh look! A scared rat

[Colonel]
Oh. No. I was just thinking.

[Tveilirisk]
Little rat thoughts?

[Colonel]
Something like it.

[Tveilirisk]
In unity, you won't have to fear your own percolating shimmer mind.

[Colonel]
Sharing headspace with an ancient devourer of stars would get in the way of my end-of-the-week-plans

[Tveilirisk]
Someone finally invited you to the State Ball, little magpie?

[Colonel]
I need to win a "little skirmish" I'm fighting against the greatest armed force this world has seen in three hundred years. This . . 'vacuity' is going to have get out of the way.

HAZERS. I NEED A LINE TO HIGH COMMAND.

And someone get this . . . Engineer . . . a cup of coffee. He seems to have spilled his in a melodramatic show and tell.
>>
>>2754071
Nightfall in 2 TURNS.

==Trenchers==
Tr1 | Stump [ Ht 12 Focus 8 ] [Regained 4]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 6 Focus 8] [5 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12] [2Elec]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 14
Te12 | Blargh [Ht10 Focus 12]

==Allies==
Supplies: 21
==Allies==
Tatiana Squad: 1 Hunter-Killer / 1 SkimReaver
Milksop Squad: 2 Troopers
Victory Squad: 3 Veterans
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieltrooper.
==Casualties==
14 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer

--

>>2751587

SkimReaver
Margin 7

AP - None
Int 10
DR 8
[Twinlinked Pulser] 2! 1d6, Autofire 1. [Breacher 1]
>Breachers get +X armor penetration per hit
[Hovers - Moves 1.5 Hex For 1 AP]

Unfortunately, this unit has no onboard autonomous controls and is remote operated by the Techer or any Techer given access.

But the linked weapon systems pull double-double as anti-infantry and a vehicle flanker.
>>
File: Manor_11_DronePhae.jpg (3.08 MB, 3523x3915)
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>>2754312
And . . . tactical!
>>
Rolled 6, 1, 4 = 11 (3d6)

>>2754315
>>2754312
>Spawn a trooper with the orders to [pretend to be a medic] 1 ap
>Move: 2,
>grab the dead veteran and steal his sweet hat, 2 ap
>Move: 2,3,
>(1 ap?)[More luck than skill] Attempt to perform field resuscitation on the poor veteran using 10 focus
>Use 4 ap [Intel sweep] the area 5 south of the Hazocom squad.
>Use 2 focus and 1 ap to scan the area for hackable things.

==Blargh==
Ht 10 Focus 12 Reaction 7
AP 12 Grit 2 Effect 4
--
Accuracy-9
Fieldcraft-10
Processing-12
--
Hands: Driet Rail driver..
Damage: 3d6(2), 1+, Ammo: 10/10, x2
[Heatvent]: Ever shot generated 1d3 heat, can be [vented] for 5 ap
[Rapid fire mode] Spend 2 ap to continue making sohts

Tech talent: Coordinator:
Can spend 4 ap to mimic 1 supply stackable.
Can declare [wide order] that affects a group and gives them a bonus to they're objective.
Also can blackmail or beg support section to help out..
>>
>>2754361
>Spawn a trooper carrying a [how to be a medic for dummies] near me with the orders to [give me book]
>>
Rolled 4, 8 = 12 (2d10)

>>2754312

Recruit Trencher ready for battle. I look forward to a long and healthy life in the service.

>Deploy at B3

Skantarios
Ht 12/12 Focus 12/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10, Fieldcraft-12, Talent-??
[Other Skill]-XX'
--
Veritas: Ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast]
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD] - free switch to pistol and back; RoF +1/3 at 2; 1d6 dmg)
Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2754487
We can promise one of those things, Trencher.
oh what-- is this-- why would--

I see you have a lot in common with Trencher Gale, Trencher Skantarios.

In case we all make it out of this operation alive, you're both riding at the back of the transport.
Separate transports.

--

4, 8
[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, you deal 2d6 damage to all organic targets within GRIT. Assign AP for +1 Damage to this effect.

Spend 1 AP to exclude a target from this Field Effect. You do not need to exclude yourself.

You can also: roll vs Accuracy for 3 AP to manifest Maelstrom at a single point (Targetting a single hex for 2d6 Psionic).

You may: Spend 8 AP to Crash your Field, triggering a Psionic Storm in the area your Maelstrom usually covers.
>>
File: Manor_12_Skantarios.jpg (3.07 MB, 3523x3915)
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>>2754487
Nightfall in 2 TURNS.

==Trenchers==
Tr1 | Stump [ Ht 12 Focus 8 ]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 6 Focus 8] [5 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12] [2Elec]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 14
Te12 | Blargh [Ht10 Focus 12]
Tr13 | Skantarios [Ht 12 Focus 12]

==Allies==
Supplies: 21
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
Victory Squad: 3 Veterans
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieltrooper.
==Casualties==
14 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer

--

Trencher Skantarios depoyed at B3. Trencher can act.

For rapid remobilisation, move to any Vanadian Flag for 4 AP
>>
>>2754500
>>2747305
Trencher Gale, Skantarios.

Please be aware there is a discrepancy in your ability description because of an unforeseen error.

Trencher Skantarios' has the right of it. A Maelstrom'ist do not need to spend AP to exclude themselves. They originate their own power and are not affected by it.

Please also be aware that excluding a target from being affected by your field persists. You do not need to maintain stringent control of your Field at all times when among the same people.

Once your crash your field however, you will need to spend time to re-align who it is safe to expose.

This would be more clear if we had more Trenchers with Field related abilities, but we have none on the field. Command apologises.
>>
>>2754487
>>2754551

Move 5-5-5-4
Take cover
Exclude allies Gale and Rookie from mindblasting

"Oh boy, my first battle! I'm confident I'll survive this and nothing bad will happen at all!"
>>
Rolled 2, 1, 3, 4, 6, 3, 3, 2, 5 = 29 (9d6)

>>2754551
>4! Maintain Cover
>3!: Cast [Luck or Skill?] on Milksop(655). Chance 11, Crunch 4
>-[Luck or Skill] +Crunch to Crit chance.
>!3: Cast [Barnsides] on Veteran(333 33). Chance 11, Crunch 4
>2! 2Fc: Cast [Barnsides] on Resin(0) and Trooper(0?3?) (2Fc=12chance -1=+1target). Chance 11, Crunch 4
>-[Barnsides] Violence against target suffers -crunch tohit.
>1Fc if accepted: Offer to Boost trooper onto Roof 4ward.

>>2754610
"That's the spirit! What kind of bad luck would you need to get killed on your first mission, right?"

==Resin==
Ht 10/10 Focus 12(11if)/14 Reaction 8
AP 12 Grit 2 Crunch 4
--
Accuracy 10
Fieldcraft 10
[Chance] 10

--
-Def: [Light] (DR 1; Consumables are 4!)
-ManipArray:
2! to [Manifest]. 4 Range.
1! = +1 Skill. -1Skill =+1Target/Range. -2Skill = +1Crunch. -1Crunch=+1Range
Maintain / Repeat with 3!.
-TrenchKit
-6! Emitter
-2! Regain 1Fc
>>
>>2754619
Once positioned in cover, Basic Training

( the manual we made you skim on the way )

indicates that you do not need to maintain it. You're... in it. Behind it. Under it. Next to it.
>>
>>2754551
If I deploy at a flag, would I be able to choose any hex within or around the object the flag is planted on? Say 1-6 from the rock VA2 is planted on and 1-6 from the corner-wall VA2 is planted on?

>>2753120
>If you wish to specifically target someone else in the same attack action, you can do so with a -4 penalty and an additional roll. This means if you come across a squad of 3 Pathfinders and you want to blast the entire lot, you could take -12 to your attacks, roll 3 times, and blast your entire magazine of 36 bullets to roll vs standard accuracy against all of them.
The -4 penalty is for each additional, it is not cumulative from the last penalty? Or is it a -4 penalty cumulative for each target within that same burst, but you only have to negate the penalties once for it to be applied to all?
For example, targeting 3 Pathfinders would be a -12 penalty with 10 base Accuracy, but you only need to +12 ES from AP, ammo, or Focus to reduce the penalty back to 0 for all 3 burst targets? Thus it would either be 12 AP or Focus or 3x12 ammo with a Chirni to get it back to 10 Accuracy ES?
>>
>>2737850
What are the stats and gear on Hazers?

>>2739036
>>2739065
Any other intel on enemies?
>>
>>2754651
the Hazardous Zone Operations Commando comes equipped with-------------
>>
Rolled 5, 6, 6, 5, 1 = 23 (5d6)

>>2754071
Preparing to breach! Cover the door, guys.
Sergeant Vladimir, I need you to blast those bikers to hell! If you also get the husks it will be just brilliant.

>-Recover Focus
>-Gain Potential
>Relocate to 3 of the flag VA2
>Restore Ht with Field Kit
>Generate 2 Potential with Ap
>-Order the SST squad next to me to move to 3 of me and overwatch the door
>-Order the mortar to fire on the bikers

==Alice==
Ht 6/12 Focus 12/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 10
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 3/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
x1 Field Kit (restore 1d6+m Ht or Focus)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2754673
>[Asp 9]Tloxotl
>>2754673
>==Alice==
"Who are you and what have you done to Alice?"
>>
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>>2754654
No. Access denied.
>>
>>2754673
Sorry, parallel worlds are leaking!
It's me, I swear!
>>
>>2754684
Why aren't we playing these guys? Why!?
>>
>>2754684
>No. Access denied.
>pic
>All my wealth for one loyal soldier.
>>2742361
>[HazoCom]: . . . Oooh, this'll be a hard one
>>2742386
>>2737850
>All these supplies, augments, and unknown stats.
>Still dies like the others.
What about his Tac? I'd like to know if he'd be good for commanding the NPCs.
What's keeping me from using Analyze, [Scan+], Inspect to figure out myself? It helps to know what I'm working with.

>>2754551
Are we able to loot intel and research from corpses, or only supplies? Would Troopers be able to do so?
Is there any research to be acquired from dismantling the AT guns or bikes, or would we have to cart them back to base?

What are those large, striped, and green boxes inside the buildings and underneath the beds? Crates?

Any reviveable corpses? Are we able to revive enemy casualties, say for interrogation?

>>2754687
"Heh. Alright then, I believe you. Try to keep reality stable, you hear?"
>>2754690
It looks like there are a number of stats we haven't seen yet, so I'm guessing they're newer mechanics.
>>
Huh, sorry Trenchers. My Comms equipment bugged out for a moment there.

TA - go check the signal mast.

>>2754651
For Pytherian Battle Tactics, you'd need to analyse them using Field Craft before we can tell you more about them.

>>2754648
No, just on the flag. As in, the hex it marks.

And no. That's just Command being glib and saying "standard accuracy". Standard Trencher Accuracy isn't actually 4 (Those damn regular army grunts, now...)

Assuming you had a -12 to 3 separate attacks, using 36 ammo is about 12 ammo per target, so +4 per target, so you end up with 3 attacks made at -8 accuracy.

If you wanted to reduce that to 0 per attack, you'd still need to spend 8 focus or 8 AP per attack.

Sometimes, it is easier just to make multiple attacks.

>>2754690
>>2754684
>>2754673
They're too expensive to waste.
>>
>>2754715
>They're too expensive to waste.
Yet we're allowed to deploy them.
>>
>>2754713
Yeah, it brings a certain smug satisfaction to my shrivelled old heart that all the best R&D High Command can scrounge, scavenge, steal, legally pay for and direct in these dire times brings them about even to the last 17 years of the Threshold Project.

But I don't know that we get to be smug about it.
>>
>>2754715
>No, just on the flag. As in, the hex it marks.
Oh shit.

Can I amend this >>2754673 to spend 1 Ap to move 3 instead of generating Potential?
>>
>>2754626
There was a basic training manual? Any chance I could get a new one? I seem to have misplaced mine somewhere between here and that theurge's grave...
>If permissable, use Ap instead of Focus >>2754619
>>
>>2754713
and nothing is keeping you from finding out yourself. But apparently we aren't allowed to share this information over official channels.

And you could attempt to extract Pytherian Fallen for interogation. It is usually a difficult endeavour, as the Theurges tend to reap with some gusto.

We'd have to cart anything we find back to base. It's difficult, in the current situation.
>>
>>2754726
>pic name
With friends like these, who needs enemies?
>Threshold Project.
>>2738979
>>2738982
>>2739125
The what now? Is that us? Is the goal of that project to get those (10, 10) talent trenchers, like [Ot] Alice who tragically died in the first turn with the Hazer?

>>2754744
>and nothing is keeping you from finding out yourself. But apparently we aren't allowed to share this information over official channels.
Any way to officially obtain this?

>>2754744
>We'd have to cart anything we find back to base. It's difficult, in the current situation.
>>2739036
How do we turn or move the AT guns? Is it same AP costs as [Medium] armor?
>>
>>2754763
I believe the usually way to get this information officially is 30 years of public service and enough grit, determination and luck to become a three cross general.
>>
>>2754673
>>-Recover Focus
How do you manage that? Is that part of your talent?
>>2737850
>>-Order the mortar to fire on the bikers
You need to spend AP to do that. Are you spending AP or Focus for it?
>>2753998
>As agreed, Sergeant Vladimir and his Benediction Mortar Squad is deploying on the Northwest Rise now! They're prepared to support you!
Unless the mortars setting up nearby made it cheaper.

>>2754773
So not anytime before this war ends.

>>2753998
>>2753428
>>Remove Sigilcore. 1 AP?
Now I remember, did I manage to obtain a Sigilcore? I guess I did because I apparently spent a lot of AP and Focus to kill the Pilot before the explosion did him in.
>>2750329
>>Shoot 2 grenades 4445 (+1 to hit from RoF)
It occurred to me I forgot it was 2 grenades instead of 1, which would've been enough to instantly destroy the Walker.
>>
>>2754779
Hey, now, Trencher Rookie. You went from Private to Private First Class to Lieutenant. Don't count yourself out just yet.

All you and the rest of the Trencher Corps need to do is defeat the greatest warmachine on the planet, dismantle a fanatical cult that worships a burning Icon of Flame that empowers them to act beyond the mortal coil, raze the single most heavily defended fortress ever built to the ground to force the Senate to sign a peace bill, and then, for an encore, have a fistfight with a Iconographic God described by a Sarethian Engineer as a vacuity in the mechanics of celestial motion.

No sweat.
>>
>>2753288
Ah, Pilot Milksop. Since it appears I'm lecturing away today, yes.

I'll turn this over to a professional, hang on. Hey TS. Go get the Asset.
>>
>>2754779
>>-Recover Focus
>How do you manage that? Is that part of your talent?
A little bit of breathing room goes a long way for those lucky enough to get it.
>See >>2754074
>>
>>2754801
. . . Hm.

It used to be Vanadian Practitioners had class. Distinction. Bearing. Poise.

Very well.

Pilot, the basic of "magic" is the Other. And the Other is magic. And the Other is not Here, and Here is not the Other. But you can make the Other become Here and Here become the Other, if you but speak the words and scribe the signs.

In tumultuous space behind your eyelids, in the motion of the Spheres and the Cycle, you find tiny sparks of intention that drift like so much algae in a never-ending ocean. This ocean is the Other and on this continent, your winding paths may lead you to things both strange and unknown.

There have always been practitioners. Called many names. Elementalist. Convocants. Illusionists. Hexers. Changers. Theurges. Bondsmiths. Reavers.

Some decades ago, during the invasion of the 7th Legion into Vanadiar, a small free company I served with was at the forefront of the fighting. While it seems curious, it was in that environment of exchange fuelled by fear and exultation that we first began to notice one fact.

The Other is an ocean which is a continent which is a tree which is celestial spheres which is a desert which is the waves and the wind which is the ossified intentions of dreaming creatures floating in a shrieking void.

That is - many practitioners, many metaphors, one source.

What made an Elementalist manifest Empyreal Fire and an Illusionist flummox the mind of scouts? A different hand movement? A different mindset? A different soul? A different cast of practice and tradition and sheer aggravating circumstance.

So, we studied. Together. Five then ten then twenty then more. And we found that an Elementalist is an Illusionist is a Conjurer is a ocean is a root is a field is the Flow.

There are other ways to use the Other than to force it through a set of metaphors. And if we break beyond the prison of decrepit tradition, we find freedom. So, we called ourselves something else. If the Other is not Here, but can be made to be, it must be through a mechanism we can understand. A resonance between our mutual overlapping cosmologies.
>>
>>2754810
Oh. Thanks.
>>2754074
Is that only for this turn?
Are we able to spend Focus then Recover Focus within the same turn so long as we fulfill the requirements, or does it have to be done as the first action? Is it a free action?

>>2754813
>Convocant Carlsteen !!8Og8gGv6k3r
"Hey, are you that Convocant who fought in the last war during the Siege of Isvind Forest, and the one who needed to get medical attention? I remember reading about you in the archives."
>There are other ways to use the Other than to force it through a set of metaphors. And if we break beyond the prison of decrepit tradition, we find freedom. So, we called ourselves something else. If the Other is not Here, but can be made to be, it must be through a mechanism we can understand. A resonance between our mutual overlapping cosmologies.
>>2737780
What about mutants with talents? Are they drawing from the same source in a more innate or crude manner?
>>
>>2754813
The Last War was in many ways a boon. I know, scoff over the gravestones of the fallen if you must, but the last three decades of advancement have brought about sights unthought of.

And now a wizard is a mage is an ocean is a butterfly flapping its wings is a resonance specialist.

I tried to strip away the dogmatic iconography of calcified traditional orthodoxy. We set up the Free Colleges. The advancements we have made in these later years would astound my old masters.

But there are some that disagree. So let's discuss Theurges, then. The Theurge of the Spheres know the Other too. But they don't see an ocean of possibility. They see vast floating amalgamations of concept and time and intention that they call Icons, and they contact them to work their words through. Perhaps it was more palpable to their fastidious minds when they could call an Elementalist merely someone who viewed the Empyreal Flame from ad different perspective. Perhaps they could even justify hedge magery and illusionists and trickery and charm.

They call us heathens now because our practice is anathema to all they stand for. I say this: You do not need an Icon to mesh with the Other. Oh, it helps. But does the equation exist without the mind or the does the mind shape the equation to get a result?

But the Theurges of the Spherical Choir Divine is too blinded by their catalogues and their tomes to see. To accept. So they classify, catalogue, search. Trying to find nuggets of concrete calcification through which to view the Other. Imagine the shattering hubris, machine man. To force Potential into a cup forged from your own illusions.

The Other and its High Icons, it's Lesser Icons and its Innumerable Smalls.

The ones you meet, mostly, the furious combatants of the Flame, they worship the Empyreal Flame. The Grand Fire. The Light Unseeing. They hold it to be the burning manifestation not of "fire" but of Fire. Not mere heat and exothermic chemical catalyst reactions, but the High Icon of Light, Movement, Change, Tenacity, Determination. Animus and Life. They make able healers, fine friends and good scouts. And they are all maddened with their poisonous Conviction. They have to be. To see the Other through a different lens would crack their souls in two and undo their works.
>>
>>2754836
There are other spheres. Terrene. Aquas. Lucifogous. Entropos. You won't commonly find them on the fighting front, it's not where their talents lie. The House of the Bonded meld metal and flesh into Sigilcraft. The House of the Cycle navigate the waves. The House of the Night ply soothsaying and succour across ten thousand tiny towns. The House of Paths and Endings are. . . some I have taken an oath to not speak of.

And Theurges? They scurry down from their larger assemblies to sometimes cajole the lesser signs of lesser Icons, pulled from their Tomes of Binding. Karatheial of the Raven's Passing, Ostoban of the Guarded Water, Volariel of the Many Colored Shadow. Specks of the Other given name and thought and form and shape. They bind the Potential of the Other into a construct that gives meaning to their beliefs so they can shape it for a purpose, and this helps. Focuses come in many shapes and forms. You need it to bind the Potential of the Other here, to create a resonance, to anchor the multiplicity of alien cosmologies in our Here. Without it, you are adrift.

But this is where the madness sets in and where dogma misleads.

I ask you this, as I ask everyone who studies the Other.

Is the name the thing or is the thing the name?

You study and seek and scrape old knowledge of spoken names and find Ostoban mentioned in a dusty tome by a curious sage. You takes its words for truth, and cajole and throw out and seek and speak into the Other for this Ostoban or Volariel or Aerisati. And Ostoban. . . arrives. Did it always exist? Did it never? Did you call it, or create it, or feed it from your thoughts? Can a theory exist without a mind? Or did it come before the mind, and whisper in the hollows between spaces how to be found?

And if this is a question you can ask of the Lesser Icons.

. . . Why not ask it of the High?
>>
>>2754551
What are the capabilities of those bikes?
>>
>>2754854
To tell you about Pytherian Battle tactics, we would need our opponents analysed with Field Craft.

>>2754827
It's a free non-action, you do it if you fulfil the requirements. It is this turn only. It represents a marginal break in sustained fighting and a chance to realign.

and what mutants, Trencher Rookie? There are no mutants here. We are all people. Remember your training. We are all definitively human. With human concerns.
>>
Rolled 3, 2, 3, 6, 1, 4 = 19 (6d6)

>>2754551
>reel in hookshot (1 AP)
>grab closest bike with hookshot, evalute 6 (8 AP)
>swing bike into another bike, evaluate 4 (1 AP, 5 focus)
>discharge electricity into hookshot while we're at it

==Milksop==
Int 41/45 Focus 7/12 Reaction 0
Ap 12 Grit 0 Crunch 0
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
Tolerance Push
Remove [Heavy] this phase but roll vs Int for a Complication.
Take extra AP. Each adds +1 to Complication rolls (and force a roll).
--
Det: [Heavy] (DR 19; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP to grab; range 10; reel with 1 AP [1 AP per hex against large or static targets]; swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
>>2754260
>dressed in an apron
"Should I make my arkul special? I hear according to the troopers its like drinking a tankard of espresso in the size of a shot glass!"
>>
>>2754827
I am not, and never was, very fond of the Arcani.
>>
>>2754843
>Volariel of the Many Colored Shadow.
>>2732994
>I am Volariel of the Many Colored Shadow.
>>2733690
>Volariel of the Many Colored Shadow !!8Og8gGv6k3r
>>2732249
>The bindings are quite secure and in no way psionically active. And while you are tied down quite well, they did leave you all your gear - much more convenient now that you're actually awake (albeit with a pounding headache)
>>2732591
>Taking your pet out for a stroll too, I see? What a delightful park for us to meet in. I would have gone with coniferous trees myself. But one must not dissemble - the burnt remains of previous industry, explosively tinged with a melancholic air of betrayal? Also rather fetching.
"Wait, are you talking about the same Volariel that Compass (who thankfully was still able to feed us his surveillance equipment) fought last mission in that ghost town? The same Volariel who most likely blew up, ate, and resurrected those Pytherians?”
>>2732007
>Maybe they were intended to ward something off, or warn of something? Territory markers by a particular nefarious band of scavengers?
>>2732070
>Likely, the Theurges made an example of this small village once upon a time? Then the circles they conjured horrors in remain, time-bound stasis-locked wards containing nothing but the things inside that have long since shrunk to dust.
>>2732994
>But I like this... freedom.
>>2754843
>Specks of the Other given name and thought and form and shape. They bind the Potential of the Other into a construct that gives meaning to their beliefs so they can shape it for a purpose, and this helps.
“Are you saying the Pytherians conjured and binded that-that... /creature/, godling, or Other, only to have it betray them? Is that what you’re saying?”

>>2754863
>and what mutants, Trencher Rookie? There are no mutants here. We are all people. Remember your training. We are all definitively human. With human concerns.
>>2725664
>You're not vanadians, you're trencher. Heretics! Mutants! Hellspawn! Heathens!
>>2721583
>YOU BLUE COATED TALENT THIEVES
"I remember the Pytherians calling us that, so I was wondering if that's how our talents worked."

>>2754873
>Arcani
>>2737768
>IntSec estimates that there's a a non-zero chance they threw everything into the fight because they know we captured the Operator Soul of Ravenpoint - and this is also why the Arcani asked their agents to blow their own cover and attempt an extraction.
>>2738039
>The Arcani is the Theurgical secret agents.
"Is this the same organization that hosts those Arcani Agents, or is this an aspect of the arcane Other?
>>
>>2754879
Oh.
. . . So that's where It went. Fascinating. You know, last time we met, I-- Well, nevermind. I didn't much care for that eye. I suppose I understand why they would bind them there. Sareth is not a land of many shadows.

And yes. The Arcani are the agents of the Theurgical Council. The blade that match the robe, as it were. Mostly those who couldn't cut it by attaining a true connection with their vaunted Icons. But they make up for it by other means.
>>
>>2754886
>. . . So that's where It went. Fascinating. You know, last time we met, I-- Well, nevermind. I didn't much care for that eye. I suppose I understand why they would bind them there. Sareth is not a land of many shadows.
"Sounds like you two had a colorful history together. Did you ever get that eye back?"
>Sareth is not a land of many shadows.
"Is that significant? Does a construct Other require bindings to relate to its origin? Or was it somewhere to keep it bound out of sight, out of mind?"
>>2733690
>>Volariel flees and takes skyward, dripping a trail of ichor.
"Should we be concerned now that Volariel is out on the loose, free?"

>And yes. The Arcani are the agents of the Theurgical Council. The blade that match the robe, as it were. Mostly those who couldn't cut it by attaining a true connection with their vaunted Icons. But they make up for it by other means.
Are the Arcani Agents on par with the Rebus Agents?
>true connection
“What does that mean?”
>>
>>2754898
No, they aren't.
>>
>>2754909
>ConspiracyCommand !!8Og8gGv6k3r
>>2738039
>Similar acronym soup, different political affiliations. We haven't encountered the Rebus Agents - but they couldn't have both kidnapped you, then returned to us to steal away Voltera.
>Eyes up. They might still be out there.
>Concern.
>>2732320
>. . . a few straws drift gently on the breeeze, and then the speaker crackles to life.
>>2732343
>Look; I'm sorry, but our mission was to get Voltera. We figure this is a decent trade. You get your ... rookie? Is that seriously your nametag--- and everything's well.
Frankly I'm surprised that despite having set the trap for us and leaving before we arrived in the ghost town, they'll arrive to retrieve Voltera after us. >>2734377
>. . . Luckily, following this kerfluffle, the Pytherian arcani revealed themselves trying to extract asset Voltera and all the information we had so far.
>>2732162
>>2734464
>IntSec estimates that there's a a non-zero chance they threw everything into the fight because they know we captured the Operator Soul of Ravenpoint - and this is also why the Arcani asked their agents to blow their own cover and attempt an extraction. It reeks of desperation.
Can't really think of what would take them so long unless something was delaying them. Like another insider Arcani Agent who might be tapping into their feeds.
>>
Rolled 4, 4, 4 = 12 (3d6)

>>2754684
> Deploy one hazocom operative near the rock SE of me
> Objective: search and destroy

>>2754915
Requesting tactical assessment on the location of the VIP. >>2737850

> 3AP finish reloading
> move 3232
> focus x2, throw frag 23
> overwatch a 4-round burst, shoot survivors

==Stump==
Ht 12 Focus 2 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77
>>
Rolled 5, 4, 2 = 11 (3d6)

>>2754941
[Hazo]
Complication. Rerouting.
>>
File: Manor_13.jpg (3.07 MB, 3523x3915)
3.07 MB
3.07 MB JPG
Nightfall in 2 TURNS.

==Trenchers==
Tr1 | Stump [ Ht 12 Focus 6 ]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 12] [7 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 41 Focus 12]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 14
Te12 | Blargh [Ht10 Focus 0]
Tr13 | Skantarios [Ht 12 Focus 12]

==Allies==
Supplies: 13
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
Victory Squad: 3 Veterans
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieltrooper.
Unqualified Squad: 2 Troopers, 1 Veteran.

Viable Venture: 1 HazoCom
==Casualties==
14 Troopers, 4 Vet, Other, 1 Trencher, 1 Techer, 1Hazer.

--

Techer Blargh recovers a veteran from the jaws of death with a well timed application of first aid and some literature. He seems thankful, albeit less graceful about the attempted theft of his hat.

--

Trencher Stump calls for backup, but the reinforcements are delayed by the fact that no southern route presents itself following our previous retreat. The HazoCom Operative re-orients.

--

Working in combination, Pilot Milksop and Resop Resin conspire to give the incoming fast attack bikes a bad day - but one jinks just out of reach in the nick of time, and the eelplate battery banks are spent.

--

Trencher Skanterios arrive on the field, bright and earnest.

--

An intel-ping of the first entrance way uncovers no waiting Pytherians.

[ ENEMY PHASE ]
>>
File: Manor_14.jpg (3.08 MB, 3523x3915)
3.08 MB
3.08 MB JPG
Nightfall in 1 TURN.

==Trenchers==
Tr1 | Stump [ Ht 8 Focus 6 ]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 12] [7 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 31 Focus 12, DR 16]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 14
Te12 | Blargh [Ht10 Focus 0]
Tr13 | Skantarios [Ht 12 Focus 12]

==Allies==
Supplies: 13
==Allies==
Tatiana Squad: 2 Hunter-Killers
Milksop Squad: 2 Troopers
Victory Squad: 3 Veterans
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieltrooper.
Unqualified Squad: 2 Troopers, 1 Veteran.

Viable Venture: 1 HazoCom
==Casualties==
16 Troopers, 4 Vet, Other, 1 Trencher, 1 Techer, 1Hazer.

--

The Pathfinders break away from sudden fire and dash towards the nearby bikes - roaring off in a hurry to get clear. The Arcani facing Stump share a quick look and then, from deep pouches, pull long blades.

They smile.

--

Pilot Milksop hears the disconcerting sound of an AT grenade impacting against the hull of their mech, but luckily, this one was quite sub-standard. The Quartermasters and Providers would be ashamed, but it is our blessing.

--

Two surrounded troopers draw knives and give their all - but it is not enough in the frenzy. And then, soon, they stand again. Luckily, only for a fleeting moment. Unfortunately, far too long.

--

A furious spray of bullets hits everything but Resin. How improbable!

--

Sergeant Vladimir gives the go ahead for a firing mission.

--

The HazoCom Operative shakes his head, sighs, and pulls out a cannister, then sets to work. We prepare to breach the interior - eerily quiet. The sun in the high sky dips towards the horizons and the shadows grow longer.

Tighten up the lines, Trencher. Secure the advance. Get me Voltera. And get out of there alive.

[ TRENCHERS TO ACT ]
>>
>>2754998
Hey, command, how does the range on my eelplate work? There's a lot of targets around me and I want to catch all of them.
>>
>>2755007
Much like the Chemsprayer, you convert points of gathered utility into buying off range, then apply the remainder on a given point.

Imagine you have 15 stored, and you want to zap a target that is on top of you.

You spend 1 action to release 15 points of electricity at 0 range - 15 points.

The target falls of the mech and ends in a hex 1 away. You spend 1 AP to discharge 15 points of electricity, but now you need to spend 1 point for range. So your foe is hit by 14 points.

Your foe stumbles 3 away.

You spend 1 Ap to release 15 points, but now they are hit by 12 - as you buy up the difference in hexes.

This is where it gets curious. They stumble a little further away and now they're 5 hexes distant.

You desire to shock them has not ceased. You release 15 points of electricity. The first 3 hexes have no innate penalty and so simply cost 1 point per range. However, hex 4 and hex 5 are both so far away that range penalties begin setting in. This means that for hex 4 and hex 5, you need to pay 2 electricity.

You target is hit for 7 points (-1 -1 -1 -2 -2).

Your target finds a friend and crawls closer, lightly smokey, ending at 2 hexes away. You release 15 points of electricity. You pay 2 and hit for 13 points, and as your targets are in the same hex, the entire hex is shocked. Two people take 13 points of electricity damage. One rolls into an adjacent hex.

You release 15 points of electricity. It travels 2 hexes, and encounters the first target. But you want to shock both targets. So it travels 1 further. Now you have bought up the range for both targets, costing 3 in total. You have 12 points remaining. You shock both targets with 6.

Deciding they have had quite enough, both run away.

(Given the fact that eelplate outputs electricity, it conducts through the hookshot without paying for distance, hitting whatever the hook is grappled at 1:1. Were you to step in a pool of water, you would ground the charge and hit everything in nearby more readily. On particularly stormy days, you might not want to be charged . . . )
>>
>>2755018
So it hits a circle around me, then? Like an AoE centered on me?
That's convenient.
>>
>>2755022
>>2755018
or I should say, I can target stuff regardless of my current facing, right?
>>
Rolled 5, 4, 2, 1, 3, 1 = 16 (6d6)

>>2754998


Ok.
> 2AP Make a probing jab with my knife
Command, primary objective standby. Pursuing secondary objective.

> Pull Through +2HT
> 3AP Evaluate twice and analyze the Arcani
> 1AP Step 1 face 4-wards
> Evaluate Dodge, 4AP for +4
> [Reactive] Dodge 6-wards

==Stump==
Ht 10 Focus 4 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77

>Gain 1 Focus per Kill, Capture or Incapacitate.
>You ROF at +1 better (1/2 for standard Chirni)
>You Recoil at -1 Better (1 for the Standard Chirni)

>You have +1 Reaction
>Reduce the AP cost of all weapons or consumables by 1, to a minimum of 1.
>Spend x3 the Standard Cost of a weapon (9 for the Chirni) to shoot once and force a crit.
>>
>>2754551
>>2754992
>>2754998
>>2739346
Are we on faster turns again? This turn took 8 hours instead of the previous 24+ hours.

>>2754998
>Tr2 | Rookie [Ht 12 Focus 8]
Guess I didn't get my focus since I didn't submit my actions.

>>2754941
>Requesting tactical assessment on the location of the VIP. >>2737850#
You mean tell you where I think the VIP may be, or spend AP to +ES my action so that the VIP's location is retroactively revealed to be somewhere close? Because I personally think the VIP would be at the end of the orange wire or near the reactor itself, if not moving towards South to evacuate.
>>
>>2754998
>generate 30 points of electricity with 12 AP and 3 focus
>discharge electricity on tethered biker and on hex 6 of me

==Milksop==
Int 31 Focus 9 Reaction 0
Ap 12 Grit 0 Crunch 0
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
Tolerance Push
Remove [Heavy] this phase but roll vs Int for a Complication.
Take extra AP. Each adds +1 to Complication rolls (and force a roll).
--
Det: [Heavy] (DR 19; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP to grab; range 10; reel with 1 AP [1 AP per hex against large or static targets]; swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
>>2755039
The latter, but it's fine. The theurges and legionnaires are defending the reactor hallway. That is evidence enough.
>>
Rolled 2, 3, 1 = 6 (3d6)

>>2754998
>Redeploy VA2.
>Project @ 4x2 3x2. 4 AP.
>Projection: throw stun grenade @ 4x5 3x2. +2 ES. 4+2 AP.
>Projection: [Reactive] Overwatch @ 4. +3 ES. +9 Range. 40 ammo. 2 targets: prioritize Theurges > Arcani. >>2754715
>Assuming you had a -12 to 3 separate attacks, using 36 ammo is about 12 ammo per target, so +4 per target, so you end up with 3 attacks made at -8 accuracy.
Is this how you parse burst firing at multiple targets?
>Main: Move 3x3 4. 3 AP (3 Focus).
>Main: [Reactive] Overwatch @ 5. +3 ES. +3 Range. 3x3+1x3 ammo.

==Lt. "Rookie"==
lvl 4
Ht 12/12 Focus 8/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-14
Fieldcraft-12
>[GRIT] is Range. 1 AP or Focus:+1 Range. 2 AP:+1 AoE.
>Spend AP interchangeably on any unit, 0 AoE. 1 AP or Focus:4 HT damage, 0 AoE. Both auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range. 1 AoE, finds Connections.
>Spend 4 AP to manifest a Projection within Range, which has AP = Your AP. Disappears at the end of your turn, and can otherwise take full actions.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range; 1d3+M dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3, 2; 1d6 dmg)
Chirni77 (ammo 40/40 (2/2 rld); RoF +1/3, 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>>2755075
>Deploy 1 Hazer @ VA2. Hazer leads breaching team at North-East door. 6 Supplies.
>Order breaching team to move to secure Voltera, who's most likely at the end of the yellow wire or reactor room. Eliminate Theurges to remove Husks if possible.

>>2754998
>The Pathfinders break away from sudden fire and dash towards the nearby bikes - roaring off in a hurry to get clear. The Arcani facing Stump share a quick look and then, from deep pouches, pull long blades.
>>2755035
"Stump, what the hell do you think you’re doing?!”
>Deploy 1 Trooper nearby Stump. 1 Supply.
>Order Center-West Hazer and deployed Trooper to backup Stump and remove Arcani.

>>2754992
>Techer Blargh recovers a veteran from the jaws of death with a well timed application of first aid and some literature. He seems thankful, albeit less graceful about the attempted theft of his hat.
>>2754998
>Order Trooper with medic icon and Trooper with medical book to recover casualties.

>>2755043
>Deploy 2 Troopers nearby Center-West Bikers. 2 Supplies.
>Order deployed Troopers and resuscitated Veteran to cook and throw frags @ Bikers that aren't being Eelplated.
>Deploy 1 Trooper nearby South-West biker. Cook and throw frag @ mounting Biker. 1 Supply.

>Deploy 2 Troopers nearby Wasps. Cook and throw frags @ Wasps and Husks. 2 Supplies.

>Order SST to link up with Veteran in AoO with Wasp
>Order linked up Veteran & SST to breach North-West door. North-West breachers are to follow North-East Hazer's orders on breaching.
>>
>>2755082
>>Order linked up Veteran & SST to breach North-West door. North-West breachers are to follow North-East Hazer's orders on breaching.
It's actually the North door, forgot to edit that.
>>
>>2755082
>>Deploy 1 Hazer @ VA2. Hazer leads breaching team at North-East door. 6 Supplies.
Hazer deploys as close to the North-East door as possible, like from the map edge.
>>
Rolled 6, 3, 3 = 12 (3d6)

>>2754998

>Sprint 6-6-5-5
>Fire Veritas at bike to the west
>Dodge

"Have at thee, foul brigand!"

Skantarios
Ht 12/12 Focus 12/14 Reaction 9
AP 10 Grit 3 Crunch 0
--
Accuracy-10, Fieldcraft-12, Talent-Psi Maelstrom
--
Veritas: Ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast]
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD] - free switch to pistol and back; RoF +1/3 at 2; 1d6 dmg)
Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
Rolled 2, 2, 6, 4, 5, 4, 5 = 28 (7d6)

>>2754998
I'm going in!

>-Gain Potential
>-2 Focus to sprint
>-Overwatch using Potential to negate incoming damage
>Sprint 333 4 555 655 (5 Ap)
>Take cover behind the corner (4Ap)
>Shoot GL 34 334 (1 Ap + 4 Focus)
>-Add 5 Potential to the hit chance

==Alice==
Ht 11/12 Focus 12/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 17
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 3/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
x1 Field Kit (restore 1d6+m Ht or Focus)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2755405
>>Sprint 6-6-5-5
>>2754998
Aren't you ending the turn within range of >>2753275 Gale who might auto-AoE you, assuming he doesn't exclude or move away from you?

>>2755472
>>Shoot GL 34 334 (1 Ap + 4 Focus)
>>2754998
>>2738052
>You should always assume a roof exists. Individual free standing walls and other cover can be arced over, but otherwise, any enclosed area will have a roof.
It's an enclosed area. There's a roof there dawg. You'll bounce the grenade off the hallway wall or door. On the bright side, you'll probably make either an entry hole or it might bounce back into the detected hallway legionnaires.
>>
>>2754998
"This is all just chaos. Nothing is important enough to justify making people have to slaughter each other like this. We shouldn't- we shouldn't be here..."

>Actions
>Lament the lack of supplies to call a medic
>Finish reloading for (3AP)
>Guard self from storm (1AP)
>Redeploy at Va2 (4AP)
>Protect nearby soldier from storm (1AP)
>Begin making ladder down ledge to get to the door. (1AP)
>Reactive overwatch facing 5 (6 bullets)


==Gale==
Ht12/12 Focus10/14 Reaction9
AP10 Grit3 Crunch0 DR3
--
Accuracy-10
Fieldcraft-12
--
[Medium] DR3, Consumables 4AP
Hand1: [Chirni77] 3AP, 1d6+2, 40/40 [2/2], RoF +1/3 at 2, Reactive
Knife: [Sharp Edge] 1d3+M
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Multitool
x2 Smoke
x2 Frag
x2 Flash
x2 Field Kit

[Psionic Maelstrom]
-1 GRIT. +2 Focus.

Every turn, when you hit 0 AP, deal 2d6 damage to all organic targets within GRIT. Bank AP for +1 Damage.
Spend 1 AP to exclude a target. You need to exclude yourself.
Roll vs Accuracy for 3 AP to manifest Maelstrom at a single point.
Spend 8 AP to Crash your Field, triggering a Psionic Storm.
>>
>>2755082
Dueling.

Concentrate on primary objective.
>>
>>2755035
>Command, primary objective standby. Pursuing secondary objective.
What is the secondary objective, analyzing or capturing Arcani?
>>2755735
'.. Fine. I'll be sending units your way. We need more entry points to breach anyways."
>>
>>2755580
Remember that you don't have to guard people every turn. Unless you crashed your field last turn, you already should be protected.

>>2755493
I'm assuming a GL has a properly flat trajectory at such a short range.
>>
>>2755018
Question: are the weather conditions the same inside the building as outside it?
>>
>>2755756
Yes
>>
>>2755759
>I'm assuming a GL has a properly flat trajectory at such a short range.
I figured you were trying to arc over the walls and into the roof because of the trajectory into the enclosed room.
>>2738136
>A grenade will land, deal 9 damage, actually hit for 18 because 2x and /actually/ bounce clean off the armor plating.
Otherwise it'll bounce off the wall or roof and land within the same hex.
>>
>>2754998
>3! Sustain [Barnsides] on Resin and Trooper
>1! Order Trooper to Boost me Up
>3! Ascend with Boost, Move 44
>4! Capture Flag
>1! 3Fc Take Cover

(Can we see what is inside this structure, given the destroyed wall?)

==Resin==
Ht 10/10 Focus 11/14 Reaction 8
AP 12 Grit 2 Crunch 4
--
Accuracy 10
Fieldcraft 10
[Chance] 10

--
-Def: [Light] (DR 1; Consumables are 4!)
-ManipArray:
2! to [Manifest]. 4 Range.
1! = +1 Skill. -1Skill =+1Target/Range. -2Skill = +1Crunch. -1Crunch=+1Range
Maintain / Repeat with 3!.
-TrenchKit
-6! Emitter
-2! Regain 1Fc
>>
>>2754998
>Move: 6,5,
>Grab the first aid book, and read it.
>instruct the troopers to follow me.
>Move: 2,3,2,3,
>Inject a field kit into me.
>>
>>2755580
>>2754998
(Use the 1AP I spent for protecting myself to protect Rookie since I don't need it.)
>>
>>2757114
"I CHRISTEN YOU TWO TROOPERS AS [Blargh's possy] LETS ROLL OUT OR I SHALL FORCE FEED YOU ARKULS COFFEE SPECIAL!"
>>
>>2755022
>>2755024
You still have to aim array. You can shock things that are in contact with you, but otherwise no.

>>2755765
They should be more reasonable at -1/5, but given the cramped interior conditions, the dust and the general decor of this manor, maintain the assumption that they're the same.
>>
>>2757064
Rubble. it is a single raised platform intended as a corner-piece of the old manor, but used as an elevated guardpoint since the cessation of construction.
>>
>>2755493
>>2755082
>>2755075
>>2755039

Command needs to step in and insist on comms discipline.

Feel free to quote others, and do communicate. It aids organisation massively.

But refrain from copying commands verbatim while maintaining their original greentext. When scanning the thread for tactical updates, it makes it difficult to maintain who is performing what action when.
>>
>>2757832
What format would you prefer it in? An example would help.
>>
>>2757834
Anything will do! Just try to avoid copying something that is actually a direct action a unit can perform and greentexting it, such as:

>move 333, fire gun

Command gets very close to reading it as you performing that action.

Maybe quotation marks around stuff like that?
>>
>>2757836
>Maybe quotation marks around stuff like that?
To remove the greentext coloring? Sure.
What about greentexting non-commands like >>2755082 >>2754998?
>The Pathfinders break away from sudden fire and dash towards the nearby bikes - roaring off in a hurry to get clear. The Arcani facing Stump share a quick look and then, from deep pouches, pull long blades.
>>
>>2757837
Can usually scan read that as not an action, but it does also mess the context a little bit. When reading for actions performed quickly, I tend to go by greentext.

Slap a quotation mark on it, might make things easier on the processing end.
>>
>>2757839
Understood. Should I add quotation marks around both ends, or just before the greentext arrow to remove the coloring?

>>2738753
How much more efficient is the Discord? How many players are or aren't on it?
>>
>>2757844
I think you might have the wrong impression.

The discord is exists because people enjoy discussion things - and it is used in general for multiple games. Actual game-state influencing operations, comments and actions still have to happen in the thread (Otherwise, they will not be considered)

So it's not more efficient at all! But it does aid planning if people want to discuss things or ask general questions.
>>
>>2755082
Orders require 1 AP.

Command is unsure how it is being worked out that you can spend actions to move. then order and deploy units.

Can you clarify?
>>
>>2757869
I figured the Hazer and Veterans, who don't take AP to order, nearby were relaying my commands to the Troopers. I wasn't sure how close they had to be so I figured it was within a general section of the map or field of view. Should I state that they're relaying commands?
Are there any other ways to negate the AP costs for ordering? Does [Wide Order] remove the AP costs for subsequent orders so long as it's within that scope?

>>2757849
>So it's not more efficient at all! But it does aid planning if people want to discuss things or ask general questions.
Are there many players using it? Am I missing out on their planning?

>>2755039
>Are we on faster turns again? This turn took 8 hours instead of the previous 24+ hours.
Announcing any schedule changes would help. Was this announced elsewhere or on the Discord?
I was delaying my action and orders posts to wait for the others' posts to see if anything needed to be adjusted or responded to. I guess I should be more explicit on that, make my posts based on what was already submitted up to that point, or give general updates once I do submit my post for those that submit afterwards.
>>
>>2757880
Everyone takes 1 AP to order.

This is a really important point that I see people missing, and it is causing actual deaths. I am going to add it explicitly to the overview for next map, but it needs to be incredibly clear here:

There are no such thing as a "freebie". Everything costs, at minimum, 1 AP. If it has no listed cost, it costs, at minimum, 1 AP. The only possible situation where things have no cost at all is if Command has explicitly stated that this is a 0 AP action - and those are ludicrously rare. Sometimes this cost is focus (2 for sprint, say) but that is still a cost. There is no free operation unless explicitly stated.

This is because you have 10 AP and Focus. Things take time.

Wide Order does negate the AP cost for managing large groups, which is the benefit of Coordination.

You're not missing much.

The schedule is just inconsistent as I do turns between working. Once we hit 60% participation, I usually do the turn.
>>
File: Manor_15.jpg (3.14 MB, 3523x3915)
3.14 MB
3.14 MB JPG
Nightfall in 2 TURNS.

==Trenchers==
Tr1 | Stump [ Ht 10 Focus 6 ]
>*
Tr2 | Rookie [Ht 12 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 8] [4 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 31 Focus 9, DR 16]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 11]
Te12 | Blargh [Ht 0 Focus 0] [Bleeding out]
Tr13 | Skantarios [Ht 12 Focus 12]

==Allies==
Supplies: 2
==Allies==
Tatiana Squad: 1 Hunter-Killers
Righteous Raven: 3 Veterans, 1 Hazer
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieldtrooper.
Unqualified Squad: 2 Troopers, 1 Veteran.

Viable Vulture: 1 HazoCom, 1 Trooper
==Casualties==
16 Troopers, 4 Vet, Other, 1 Trencher, 1 Techer, 1Hazer.

--

Reinforcements arrive with the setting of the sun and we breach into the interior.

A pair of legionnaire bodyguards are swallowed by a grenade blast, just as a stun grenade bounce off of a wall and secure the entrance.

--

Trencher Skantarios moves to interdict a bike, but too quick, the motorist flees his shots. And then lets out a scream as the air ripples with something unseen and deadly.

--

Stump probes the Arcani, ducking out of the way of a counter-slash as he moves. His opponent prepare a follow up.

Smiling.

--

[Theurge]
VANADIANS! TRENCHERS! ABOMINATIONS! THEY ARE IN THE INTERIOR! THEY HAVE BREACHED THE PERIMETER

DECANUS
TELL YOUR MIND TO HOLD. WE MUST BE HERE WHEN OUR CONVOY ARRIVES!


--
[TS Liren]
That's our target, Trenchers! Just over there, behind those two theurges! Get him!

But... why is he hooked up to the generators? Is he... drawing power from them?

why

[ ENEMY PHASE ]
>>
>>2757886
Oh. I thought [Link] was previously 3 AP and [Command] was free, not that [Link] was 3 AP and [Command] was 1 AP. So now [Link] or [Command] costs 1 AP? Does that mean giving broader orders for entire groups costs less AP for individual ones per group? Like North-West (NW) Troopers throw frags at Bikers and NE Troopers throws frags at Walkers, versus everyone throws frags at nearest and biggest threats?
Giving orders costs 1 AP but not deploying units? Or if it does cost AP to deploy a unit, deploying and ordering a unit can be done within 1 action for 1 AP instead of 1+1 AP?
So this means [Re] would be the best for managing large groups with their AP?

>>2757891
>>2755075
">>Redeploy VA2.
">>Project @ 4x2 3x2. 4 AP.
Crap. I meant 4x2 5x2 not 4x2 3x2. I'm not sure how I failed to parse that when checking and simulating my actions.

>>2755472
">>Sprint 333 4 555 655 (5 Ap)
>>2755759
>>2755790
I misplaced your action paths and sort of flipped our positions. My bad. Guess tiredness doesn't help with interpretation. I should've looked at the orientation chart again before orientating my actions.
>>
>>2757891
So [Bulwark] protects even against grenade blasts, eh?
>>
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>>2755035
Stump gets a good look at his opponent, and the wry smile dancing across their fine features make more sense in light of what is revealed by bladed exchange.

The Arcani are infiltration and assassination specialists. Those Theurges too inept in the Arts Obscure to find and forge a true connection with their vaunted Icon are not thrown out of the Theurgical Colleges, but rather, given a chance to study many other paths. All organisations needs scribes, clerks, servants.

And those ready in the night to do rough violence against political opponents, inconvenient breakers of orthodoxy and lone Vanadian sentries.

Their training in the Arts Obscure does not allow them to manifest flame, collect soulscrap or commune with the Icons, but it does allow them to pierce illusions and other things that would mock their sights, and the Arcani are well able to resist common intrusions of the Other.

They take great pleasure in their knifeplay, and in melee, are able opponents. At range, because of the necessities of their mission profile, they are less of a threat. Their weapons are commonly a pistol and sabotage equipment.
>>
>>2757891
Question: if I "roll vs Potential to manifest Force", how much damage can I expect said Force to inflict?
>>
>>2757897
Link and Command operate on parallel lines.

Line orders soldiers to link up, forming squads and groups. Squads and groups can be given a single order for 1 ap ("You lot, secure the door"). This is more effecient than ordering 3 individuals to do it.

Groups and Squads also use the best Tac available, and Tac is the propensity for units to follow your orders and be able to operate effectively. A group of Troopers lead by a Veteran are magnitudes more combat functional than 7 individual troopers.

It costs supply to deploy a unit. Then it costs further AP to command them.
>>
>>2754361
">>(1 ap?)[More luck than skill] Attempt to perform field resuscitation on the poor veteran using 10 focus
>>2754992
">Techer Blargh recovers a veteran from the jaws of death with a well timed application of first aid and some literature. He seems thankful, albeit less graceful about the attempted theft of his hat.
>>2757114
">>Inject a field kit into me.
>>2757891
">Te12 | Blargh [Ht 0 Focus 0] [Bleeding out]
">Reads a first aid book, saves a Veteran's life without a Field Kit in what should require a Surgeon.
">Reads a first aid book again, nearly kills himself from injecting a Field Kit in what should be a routine procedure.
As morbid as this may sound, I find this irony gut-wrenchingly comical.

>>2757901
>>2757897
Had I of done my command properly, that should've stunned him enough for you to get your shot through them. My bad.
I think this was mentioned back in Mission 3: Buried Souls when someone threw a grenade back at Tveilirisk's shield Legionnaire. Didn’t get to see displayed since we moved Tveilirisk before then.

>>2757910
">Whispers from the Dark
">If untriggered +4 AP (once)
What does that mean? Once per turn if nobody triggers their Overwatch or Dodge the entire turn?
What does that 12 stat mean with the box, dot in center, and S-shaped curves in the center? Wards?

>>2757916
>Line orders soldiers to link up, forming squads and groups. Squads and groups can be given a single order for 1 ap ("You lot, secure the door"). This is more effecient than ordering 3 individuals to do it.
Does it take 1x3 AP or 1 AP to order 3 Troopers to link up?
>>
>>2757916
incidentally, this helps explain the high casualty rates of our troopers.

They have a harrowing proclivity to be deployed alone.

>>2757911
You manifest your Potential as raw force (or some fraction thereof).

It can hurt as much or as little as you deign to demand of it.
>>
>>2757910
">Stealth capable.
Is the (X) (vertical)-shaped stat Fieldcraft, and it allows stealth?
>>2737780
Does that mean we don't have a stealth stat, or can't try sneaking?

>>2757916
>Line orders soldiers to link up, forming squads and groups. Squads and groups can be given a single order for 1 ap ("You lot, secure the door"). This is more effecient than ordering 3 individuals to do it.
Oh. I thought [Link] meant order Troopers, not link them up. Since the costs were separate and not displayed for other NPCs.
>>
>>2757916
>Line orders soldiers to link up, forming squads and groups. Squads and groups can be given a single order for 1 ap ("You lot, secure the door"). This is more effecient than ordering 3 individuals to do it.
When [Link]ed, do squads and groups have to be within the same hex, or adjacent if overflowing for the benefits to take effect? Or does it simply have to be [Link]ed, then [Command] can be applied generally to them, allowing them to split up and move freely?
>>
>>2757926
>>2755082
I was giving orders to individual units within a squad, or giving orders to sections of a squad, which could be considered sub-squads. Would that require giving another [Link] action to tell them to act as sub-squads or individual units, or would giving multiple [Command]s work, wherein the broader [Command] will apply to everyone?
>>
>>2757920
One more clarification: manifesting Force doesn't involve spending Potential, am I correct?
>>
>>2737780
">>Incomplete Guide https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit?usp=sharing
I'll update the guide. Seems these clarifications are needed. I added some questions marked with ? or (?).
>>
File: Manor_16.jpg (3.2 MB, 3523x3915)
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Nightfall.

==Trenchers==
Tr1 | Stump [ Ht 7 Focus 6 ]
>*
Tr2 | Rookie [Ht 10 Focus 8]
>Tr3 | Zero [KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 8] [4 Potential]
Tr8| Gale [Ht 12 Focus 0]
Pi9 | Milksop [Int 20 Focus 9, DR 9]
>Te10 | Karla MIA.
Re11 | Resin [Ht 12 Focus 11]
>Te12 | Blargh [KIA]
Tr13 | Skantarios [Ht 12 Focus 12]

==Allies==
Supplies: 2
==Allies==
Tatiana Squad: 1 Hunter-Killers
Righteous Raven: 2 Veterans, 1 Hazer
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieldtrooper.
Unqualified Squad: 2 Troopers, 1 Veteran.

Viable Vulture: 1 HazoCom, 1 Trooper
==Casualties==
17 Troopers, 5 Vet, Other, 1 Trencher, 1 Techer, 1Hazer.

--

A pair of fast attack bikes roar towards Pilot Milksop. Sergeant Vladimir and his men stop them in their tracks.

However, Pilot Milksop is not yet safe - grenades explode against the heavy armor of their mech, and shake the pilot. Red lights start to sound along with a warning ding. Armor is failing.

One very lucky trooper survives a spray of gunfire, and seeing no other way to stop the attack bike executing a slow turn, decides to bet his life on the integrity of his shield.

Techer Skantarios executes a smooth dodge as several submachinegun rounds punch into the dirt around him.

--

Inside the manor, fire is exchange as Righteous Raven rounds the corner to back up trencher Alice.

Voltera, on the far end of the hallway shakes but the Theurges are not inclined to surrender and one of the Legionaires shamble to his feet to as an effigyslave, a husk - and the second Theurge takes a breath, then, with a flick of his wrist disintegrates Veteran Jacobski.

The area is too enclosed for grenades and we might hit the target if we go all out.

In the momentary indecision, an Arcani rounds the corner and sprints at the unit - and a HazoCom operative moves to interdict. An exchange of blows follow, until the sound of full auto fire fills the hallway. The Arcani drops.

--

Trencher Stump is forced back against a wall in a series of cuts and counter-thrusts, and takes a blade across the cheek for their patriotism. A HazoCom on a search and destroy mission rounds the corner, sees the unfair fight and shakes her head.

Nodding at the Arcani with their pistol pointed at the duelling pair, she drops her own gun and draws a pair of knives.

--

Operator Soul Voltera, about to become the guest of the Vanadian State once again shakes his head, lets out a moan and closes his eyes.

And then the building shudders. Every door slams shut - Trencher Rookie takes a full oak across the nose and stumbles back - and the walls themselves begin to shift and re-arrange.

--

The doors have 4 HP and 2 DR.

It is Night.

Trenchers.

Get our man.

[ TRENCHERS TO ACT ]
>>
>>2757949
because of the cramped conditions and advantageous positioning of their opponent, Trencher Stump has -2 to dodge
>>
>>2757923
Nothing at all prevents you from being stealthy.

It is one of the premier traits of the Trencher Corps. You are light assault specialists. It is why we train to such an exacting standard and why every Trencher has Fieldcraft 12.

>>2757935
You are incorrect. You manifest your potential as Force. That requires turning the Potential into force. You roll versus the amount you have and you manifest as much of it as you like but you do spend it.

It's a small price to pay to turn Potential into fire. Or electricity. Or ...

>>2757926
>>2757932
They're just linked by squad organisation. They don't neccessarily have to be within the same hex or the same area. "Sniper Team 1" could be two snipers on two roofs. They're unified by a general mission and subdivided from the rest by their squad ID.

They do need at least LOS on each other. If that breaks, they are no longer a squad (within reason. Dipping around corners for the purposes of teamwork is fine).

Multiple commands work.

Think of it like this, as a hierarchy if you will.

For each level of specificity you want, that's an individual order.

"Order Blue Rat to breach" - 1 AP

"Order Blue Rat to Breach, but Trooper 2 Throws grenades" - 2 AP

"Order blue rat to breach.
Trooper two throws grenades
Trooper three opens fire
Trooper four shields the others"
- 4 AP.

If not micromanaged, they use their best judgement (eg: their tac score)
>>
>>2755472
>Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 3/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
Adding transcription to guide.

>>2757949
>And then the building shudders. Every door slams shut - Trencher Rookie takes a full oak across the nose and stumbles back - and the walls themselves begin to shift and re-arrange.
That's new.
>The area is too enclosed for grenades and we might hit the target if we go all out.
Don't see why we shouldn't, assuming we get the AoE and aim right.
>Operator Soul Voltera, about to become the guest of the Vanadian State once again shakes his head, lets out a moan and closes his eyes.
How far is he, 2 hexes away from the Theurges in the corner of that room?
>>
>>2757949
">And then the building shudders. Every door slams shut - Trencher Rookie takes a full oak across the nose and stumbles back - and the walls themselves begin to shift and re-arrange.
How much AP does it take to open a door, 1 AP? Does the cost change now that Voltera's doing something? Will the building change after this phase?
>>
>>2757956
I knew the ability description sounded too good to be true...
>>
>>2757959
Assuming that he slammed every door in the place shut in an effort to keep himself safe, it is not inconcievable that they aren't going to open unless we force them.
>>
>>2757949
">Voltera, on the far end of the hallway shakes but the Theurges are not inclined to surrender and one of the Legionaires shamble to his feet to as an effigyslave, a husk - and the second Theurge takes a breath, then, with a flick of his wrist disintegrates Veteran Jacobski.
>>2753998
>>2754071
Did the 2 Troopers and 1 SST level up into veterans? They didn't have those gas masks and hats on before.

>>2757962
How much AP or damage does that cost?
>>
>>2757961
Here is a brief list of the things that Force encompasses.

Fire.
Light.
Electricity.
Magnetism.
Pure kinetic force
Raw vitality
Raw destruction
Pure, unfettered potential
Raw consciousness
Pure creation

You have been crosspolinated with the manifest endless potential of the floating, freeform Other. You scare me and your ability to manifest floating specks of fire at will is horrifying to any physicist and High Command in particular.

>>2757963
Benefits of learning on the job. By performing their mission and capturing a Pytherian Standard on their own, they gained some much needed combat experience.

As for effecting a breach, if the doors have 4 HP and 2 DR and you have a multitool that can destruct objects for 1 point per point. . . .
>>
>>2757963
Oh my gosh it is so much easier to parse this quickly now that Command can scan the threads and see actionable greentext.

Thank you!

Feel free to > important questions.
>>
>>2757966
“>As for effecting a breach, if the doors have 4 HP and 2 DR and you have a multitool that can destruct objects for 1 point per point. . . .
What about walls?

>>2757966
“>You have been crosspolinated with the manifest endless potential of the floating, freeform Other. You scare me and your ability to manifest floating specks of fire at will is horrifying to any physicist and High Command in particular.
I thought Force was kinetic force. Damn that's useful.

>>2757966
“>Benefits of learning on the job. By performing their mission and capturing a Pytherian Standard on their own, they gained some much needed combat experience.
Sweet. Is it possible to level them up further? Is leveling up free, supplies and such? Is it possible to accelerate leveling up?
Is it possible for us to level up in a similar fashion, or does it only apply to talents?

>>2737850
>>2753998
">As agreed, Sergeant Vladimir and his Benediction Mortar Squad is deploying on the Northwest Rise now! They're prepared to support you!
What's the stats and gear on the Surgeon and militia? Assuming the Benediction Mortar Squad aren’t simply Troopers with fancy hats.

>>2757968
Great to know stuff that can make everyone's lives easier.

>>2757958
">How far is he, 2 hexes away from the Theurges in the corner of that room?
I'm guessing he is.
>>
>>2757919
Whispers in the Dark
"Long training in dark rooms and darker alleys"

If the Arcani prepare an overwatch or a dodge, either for free or by spending AP, they have a further conditional. Should nothing trigger their dodge/overwatch until they move again, they gain 4 AP to spend on their turn. They can only do this once (or to rephrase: gain a maximum of 4 AP this way).

I am not sure what that symbol means, Trencher. It is unfamiliar to me.
>>
>>2757971
Voltera is squeezed into the corner of the small alcove.

He is 4 of one theurge and 3 of the other and 34 of the Husk.
>>
>>2757971
To tell you about . . . Manoral Architectural Styles of the Southeast Vanadian Nobles of the 3rd Century . . . tactics . . . we would need the manor analysed with Fieldcaft.
>>
>>2757939
"> 3-4-5 is a critical success. 18 is typically a critical fail. Duds and jams are critical fails, and typically prevent the weapon or throwable from activating.
What does a critical hit do?
>>
Rolled 1, 4, 1, 6, 4, 2, 3, 2, 2, 6 = 31 (10d6)

>>2757966
Oh.
OH.

>>2757949
I implore you to reconsider.

>-Gain Potential
>Shoot 2 stun grenades 34334 (5 Focus into accuracy, +1 for 2 shots)
>Move 344
>-Remind Command that manifesting Force works "at Margin" according to the ability description
>Mainfest Force (1 Potential, roll vs 14) to snap the yellow cable plugged into Voltera (I have range to a bit of it)
>-Negate the disintegration of that poor Veteran (spend however much Potential needed)
>Order the Veterans to finish off the Theurges and the husk.
>-Overwatch spending Potential to negate incoming damage


==Alice==
Ht 11/12 Focus 6/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 14
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 2/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
Rolled 5 (1d6)

>>2757978
I think I've missed one d6
>>
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second psa

You have a lot of tools at your disposal as Trenchers that is specifically about acquiring intelligence.

Use them.
>>
>>2757972
">If the Arcani prepare an overwatch or a dodge, either for free or by spending AP, they have a further conditional. Should nothing trigger their dodge/overwatch until they move again, they gain 4 AP to spend on their turn. They can only do this once (or to rephrase: gain a maximum of 4 AP this way).
Is the AP gained from not triggering once per turn or once per mission?

>>2745533
">Did my Analyze do anything? Does [Psion] Analyze benefit from AoE like [Scan+] does?
What does [Psion] Analyze do if [Fieldcraft] Analyze is needed to analyze tactics and [Scan+] finds connections, find mental vulnerabilities?

>>2757973
Oh. The display on hex gave me the impression he was farther away.
>>2757949
Is it possible to move into the hex the door is on without opening it, thus being on the edge of the hex? Same with the edge of the 3rd hex of the 1st bedroom South (S) from me, moving into the edge of the wall?

>>2757975
>>2745504
>>2745554
'>You require more [Fieldcraft] Analyze.
Hnnrrgh.

>>2757976
Does stuff even better. I think it gives you the maximum result on effect or damage rolls without needing to roll for it. It wasn't explicitly stated. For a [Psion] [Scan] in Mission 2: Veiled Heart, a critical success gave more intel. Alice dealt maximum damage with her Vindicator’s Heavy Frags earlier this mission.
>>
>>2757976
Depending on the nature of item and what is being attempted.

Commonly:

It: Applies a 1.5 boost to maximal effect dice, normally. For weapons that already multiply dice by some factor to maintain a reasonable mathematical interaction, it simply deals maximum possible output (36 for the Vindicator for instance and not 36 * 1.5 for 54).

(A chirni shot for 1d6+2 crits for 12)

It negatives opponent active defence while doing this.

When attempting actions that have no specific effect to be multiplied, it accomplishes the action with Gusto, Flourish and Panache.

This has some slight effect that varies per weapon. Cannons for Bts for instance Penetrate Perfectly, bypassing opponent DR. Sharp Edges add Grit /then/ multiply by 1.5 (Ouch). Fire causes you to immolate. Electricity jumps and stuns.

For non-metric examples, crits just give you a better result.

A ResOp attempting to shape a wall for defensive cover hits more hexes.

A critical Dodge allows a melee counter attack and puts you behind your opponent, negating any chance they have of dodging you.

--

For The Very Competent, you do slightly more when you crit. Called Shots are possible, and a crit on those maximize the effect they could have.

>Aim for the head
>Crit
>Target brain disappaers

>Aim for Sigilcraft legs
>Crit
>Take out kneejoint, immobilizing.
>>
>>2757978
I think that was the sound of trencher Alice realising their potential.
>>
>>2757983
">For The Very Competent, you do slightly more when you crit. Called Shots are possible, and a crit on those maximize the effect they could have.
Who is capable of doing this? Are Called Shots more expensive?
">A critical Dodge allows a melee counter attack and puts you behind your opponent, negating any chance they have of dodging you.
If you're attacking an enemy's non-faced direction within a certain range, do you still need to roll against Accuracy? For example, 0-1 hexes with either a gun or Sharp Edge in non-faced direction auto-succeeds?

>>2753080
‘>Reaction helps when people attack, but in this case the pathfinders just missed. Sprint doesn't give you a defensive bonus (By rights, it should, but that's a lot of extra tracking).
>>2743060
‘>Sanity measure - if you're digging your own trench, you're in it when you make it, so you benefit from the moment its made. The taking cover is part of making the cover, in that case.
‘>Piling material in the way can benefit that way, as shots are penalised for intervening material. Taking Cover just vastly improves the odds and the utility of your cover.
So Reaction passively assists for a smaller dodge chance much like not Taking Cover behind cover or obstacles still provides a smaller DR bonus? Taking cover behind a trench of 4 DR will add another 4 DR?
What’s the passive DR for being behind a rock or natural obstacle, or is it more of an increased miss chance?
>>
>>2757978
You spent previous potential to negate damage taken (it kept you alive). You then moved off map, resetting.

>>2750329
You redeployed to B5, generated, got 5. Spent 5. Have 0 Potential.

>>2754673
Generate 5
Generate 2
Have 7
>>2754992
>>2754998

Generate 2, have 9, spend 5, end with 4.
>>2755472
>>2757891
>>2757949

You have 4, you generate 1, you end at 5, you roll vs 5, you get 6, you fail by 1, you generate negative potential, you strengthen Voltera's connection to the grid, he uses the extra power to drop the ceiling on you.

in an alternate timeline.

Your action does not work.

Try again.
>>
>>2757998
This would be nice to know two turns ago.
Redoing the turn

>-Gain Potential
>Shoot 2 stun grenades 34334 (5 Ap into accuracy, +1 for 2 shots)
>Order the Veterans to finish off the Theurges and the husk (1 Focus)
>-Overwatch spending Potential to negate incoming damage

Rolls: >>2757978

==Alice==
Ht 11/12 Focus 6/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 4
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 2/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2757988
Anyone. Trencher Stump can, however, use their talent to autoforce a critical. So it's more relevant for them.

You can absolutely attempt to aim at any part of anything you like, and Command applies a penalty as appropriate for target size and shot difficulty (operating on a -2 a limb / -4 a head / -6 the right eye / -8 the pin of that guys grenade / -10 the thermal exhaust vent of an imperial death star logic)

You should always roll versus accuracy when attempting an action that requires accuracy.
y
However, Command does apply a +4 Bonus if you are under no threat / aiming at an immobile, non-hostile target / trying to do something that is casually possible (eg: hitting the literal side of an actual barn). THIS DOESN'T MEAN YOU CAN GET A FREE BONUS FOR SNIPING PEOPLE AT LONG DISTANCE, IT MEANS YOU CAN HIT THE BROADSIDE OF A BARN IN DAYLIGHT or, say, a downed helpless Pytherian pathfinder at your feet begging for mercy. Or if you sneak into a room containing a sleeping sentry, you're most likely going to knife the sentry.

With a standard accuracy of 10 and a +4 bonus, this gives you a 90% chance of accomplishing things that should be basically automatic such as hitting the broadside of a barn.
--

Cover and defenses depend on the material. It operates on a 2 / 4 / 6 / 8 / etc logic.

Just standing behind something means people usually take a penalty to fire at you (-1 per object in the way, or -3 if its a large object like a tank or a rock that occupies a full hex).

Taking Cover behind something means benefiting from the tohit penalty and getting a DR boost and increasing whatever cover the object provides normally.

Example:
Trencher Alice is at the corner of a hallway which is made of hardened walls. Passively, that's -1 to being shot for natural cover. They're just standing in the hallway, but they're harder to hit from some angles.

Trencher Alice takes cover.
Trencher Alice gains a +4 DR versus incoming damage passing through the hexfacings they have cover and a -2 to being shot. They are now considering "stacked" against the corner and so, actively increase the amount of defences they have.
>>
>>2758004
Presumably, if after all penalties are applied, the chance of success is 0 or worse, criticals don't matter.
>>
>>2758007
Rolling a 3 on an impossible task might make it succeed anyway if you are Just That Good or just that able to bend reality into shape.

but then it succeeds as a normal hit.

Does this mean a sufficiently motivated soldier with enough sheer bloody competence can do the impossible?

Yes.
>>
>>2757988
'>So Reaction passively assists for a smaller dodge chance much like not Taking Cover behind cover or obstacles still provides a smaller DR bonus?
What about Reaction's passive to-miss?

>>2758004
'>Just standing behind something means people usually take a penalty to fire at you (-1 per object in the way, or -3 if its a large object like a tank or a rock that occupies a full hex).
Do we also suffer a passive to-hit penalty from firing from those hexes? Do foliage like the grass count?
>>2737780
Do smoke grenades have AoE 1? If a person is firing from 2 hexes into a smoke, do they suffer -1x2 to hit, or -1x1 to hit because the penalties start 1 hex away from them? Whereas a person firing into a smoke would suffer the -1x2 to-hit as normal because it starts in the smoke? Then if a person is 1 hex into smoke, they suffer a 0 to-hit penalty?
Does throwing grenades into smoke or using Sharp Edges suffer the same to-hit penalty, or not because they’re not projectiles in the same sense as bullets and shells?

>>2750353
'>> 1AP Stay low
'>>Move 6, prone
Does staying low and go prone cost 1 AP actually help with to-miss chances and reducing detection? Or does that require Taking Cover to do so?
>>2743133
'>>Order my Veteran to help disguise, hide, or camouflage everyone @ A-zone.
Same with hiding, camouflaging, or disguising?

>>2758010
'>Does this mean a sufficiently motivated soldier with enough sheer bloody competence can do the impossible?
>>2750293
'>Sheer Bloody Competence, Rank 2:
>>2757984
'>potential
>>2757978
'>Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
Are you making puns?
>>
>>2758013
Reaction only grants a passive chance to avoid in special cases (Triggering a mine, avoiding a landslide - eg: the environment). To active employ it and anticipate danger, Dodge.

Firing out of cover does not induce a penalty. That's the benefit of cover.

Firing into smoke is -1 per smoke covered hex. So firing through 2 smoke covered hexes, -2.

If you are firing at a target at 22, and there is smoke to your 22, you take -1. There is no smoke to your 2.
If you walk into the smoke cloud, there is smoke in your 2 and your 22. So you fire at a target and take -2.

Grenades do (can't quite see your target)
Melee does not (Your target is right in front of you and it's not really so much eyesight anymore as total perception).

Staying prone and going low does help.
As does anything that can feasibly reduce someone's chances of seeing you.

No comments on whether Command makes puns, that might be too much to pear.
>>
>>2757949
Hmmm...
Nope.
>remove [Heavy]
>flee northwards off of the field (use focus if necessary)
I'M NOT DYING TODAAAAAY

==Milksop==
Int 20/45 Focus 9/12 Reaction 0
Ap 12 Grit 0 Crunch 0
--
Accuracy--9
Fieldcraft-10
Melee-12 (1d6+m)
Tolerance Push
Remove [Heavy] this phase but roll vs Int for a Complication.
Take extra AP. Each adds +1 to Complication rolls (and force a roll).
--
Det: [Heavy] (DR 9; 1 AP = 1 Facing turn; 2 AP = move 1 hex)
Wpn: Robopunch (1d6+Mar dmg)
[Hookshot] 1d6+Mar dmg (2 AP to grab; range 10; reel with 1 AP [1 AP per hex against large or static targets]; swing with 2 AP)
[Chemsprayer] (1 AP = 2 p; 1 p = +1 range; foam, flame, gas)
[EelPlate] - Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.
>>
Rolled 6, 3, 2 = 11 (3d6)

>>2758061
roll
>>
>>2758010
I see.

>>2757949
You're pretty good.
> 3ap attack with a stop cut to the face, aim at their eyes
> force crit
> sidestep 3
> dodge

==Stump==
Ht 7 Focus 4 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77
>>
>>2758026
'>If you are firing at a target at 22, and there is smoke to your 22, you take -1. There is no smoke to your 2.
'>If you walk into the smoke cloud, there is smoke in your 2 and your 22. So you fire at a target and take -2.
So it applies to firing from smoke and firing into smoke.

'>No comments on whether Command makes puns, that might be too much to pear.
'>pear.
Are you saying this operation has gone pear-shaped?

>>2757981
'>Is it possible to move into the hex the door is on without opening it, thus being on the edge of the hex? Same with the edge of the 3rd hex of the 1st bedroom South (S) from me, moving into the edge of the wall?
What about the positioning from moving into hexes?
>>2757949
Is it possible for me to project at the S rather than N of a door in the same hex, like the 2nd one from me? Or would it not be able to fit within the edges?

>>2757949
'>Te12 | Blargh [KIA]
'>>Te10 | Karla MIA.
>>2757114
Guess you have another character to return to.

>>2758061
>>2758063
So you managed to flee. I was going to order the AT gunners to shoot the ones harassing you, but that works too.
>>
>>2758067
i am faster than you could ever believe, little trencher
>>
>>2758068
H-hayai!
>>
>>2758067
Hex positions are approximate. If something bisects a hex, some part of it is on one side and some part is on the other side. This counts for roofs cliffs rocks rivers that kind of thing.

If there's a door in the way, the door is in the way. So even if someone was in the hex with you, they couldn't see you because of the door.

You can't manifest a projection in a place you can't percieve. And you can't see through a door.
>>
>>2757949
>deploy VA2
>move 333
here, allow me.
>oath "I am going to walk through that door", 6 AP
>walk through that door

==Sneaky==
Ht 10/10 Focus 12/12 Reaction 10
Ap 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
[Oathbound Intransigence]
When dead, stand up for 4 AP and -3 Max Ht
Speak a Ban or an Oath for [AP] cost. Target unit within direct LoS cannot perform Banned action this turn OR gains +ToHit/Effect = AP to doing single action.
--
Hand1: Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])
Armor: Medium (DR 3)

Inventory:
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Frag x2, Smoke x2, Stun x2, Field Kit x2, Gasmask
Knife (1d3+M, multitool)
>>
>>2753192
'>And you could still hit them automatically. There is just fair chance they then resist, rolling their Focus in opposition.
When mind controlling enemies, is it possible to queue up multiple mind control attempts to force multiple rolls against the same command? If so, would the same AP cost need to be paid to repeat the action, or only the 1 AP to initiate mind control? For example, mind controlling an enemy to move 1x3 and making the same attempt 3 times would cost 1x3x3 AP? Or only 1x3+1x3 AP to get 3 attempts for the same action, and then the move if it succeeds? What happens if I succeed before the 1st time, I don’t spend the AP costs for the other attempts?
Is it viable to mind bullet an enemy until their Focus or Ward is down, then mind control them? They have to roll under their Focus or Ward stat, do both stats add up?

>>2754992
>>2754998
'>Reactivate
What does that mean next to the bikers and husks?

>>2758086
'>You can't manifest a projection in a place you can't percieve. And you can't see through a door.
So I need vision of the hex I'm projecting into. Would making a window work? Would I need to [Deconstruct] then [Construct] to make said window?
Can my Projection move outside my [Grit] Range? Can I have multiple Projections at a time?

>>2725986 >>2726061 >>2726065
>>2726138 >>2726154 >>2726181
‘>my wards are written in my bones
I noticed Scholae Veritnor didn’t die from my mind bullets and didn’t succumb to my mind control. Do Legion: Souls function as both HT and Focus or Ward? Or does it serve as HT and he was rolling against his Ward after he lost his Focus?
Do Theurges benefit form using Legion: Souls like Scholae Veritnor, or is that a higher level ability?

>>2758087
'>Speak a Ban or an Oath for [AP] cost. Target unit within direct LoS cannot perform Banned action this turn OR gains +ToHit/Effect = AP to doing single action.
>>2757962
>>2757966
'>As for effecting a breach, if the doors have 4 HP and 2 DR and you have a multitool that can destruct objects for 1 point per point. . . .
Uh. I don't think it works like that. The door's locked.
>>
>>2758089
I wanted to try cause I thought it'd be funny.
It might work! You never know!
>>
>>2758089
You need to stop him from moving the walls.
>>
>>2758086
'>You can't manifest a projection in a place you can't percieve. And you can't see through a door.
I remember being able to [Scan], mind control, and mind bullet across walls and obstacles. Are doors different, or is it that Projection requires vision whereas the others do not?
>>
For doing things like that, the AP cost is the action. You broadcast a command for someone to do and that is the action they attempt to do.

Move 1 is 1 AP because moving 1 costs 1 AP
Fire Your Weapon is 3 AP if they have a Chirni.

They roll to resist that command, when it happens. If you asked someone to move 111, 222, 333 that would cost 9 AP. They would roll against it as a single action ("Resist the urge to move"). They would not roll 9 times against each individual movement.

Broadcasting the same action 3 times (move 1, move 1, no really, move 1) still just means they roll versus it one time. If you wish to force a command, you can, as with everything else, spend AP on it to make it more likely. In this case, the spent AP functions as a penalty to their resistance.

It is possible to reduce the resistance an enemy has, but not through any means you as a Trencher currently possess. Alice could do it by directly using Potential to lower their Wards. Your best means is spending more AP on commands to make them stronger.

--

It means the wasps shut down when their primary node - the light walker - was destoyed. Then they were reactivated in autonomous mode by the bikers.

--

In order:
Yes
Yes
Yes
Yes

--

In order to tell you about Scholaes and their Wards, we would need a sample to analyse. For battlefield tactics. With Fieldcraft. Sorry, Trencher.

Most likely, what happened was that Scholae Veritnor was already mindcontrolled in a sense, a Twiceborn bound by oath and ward and compulsion and geasa to carry out the will of the Theurges. So you pitted your talents against his warded bindings and he resisted your attempts by virtue of the strength of the commands already bound within him.
>>
>>2758096
You sense the mind of you targets and walls don't intervene. You can't project yourself unto a floor tile you can't percieve because it has no mind to sense or lock on to.

--

Processing turn in 20.
>>
>>2758099
'>You sense the mind of you targets and walls don't intervene. You can't project yourself unto a floor tile you can't percieve because it has no mind to sense or lock on to.
That makes sense, thanks.
'>Processing turn in 20.
20 minutes?
>>
Rolled 6, 2, 6, 5, 4, 3, 4, 5, 2 = 37 (9d6)

>>2757949
>5!: cast [Barnsides] on Trooper(223). Cr4, Chance 13.
>3!: Cast [Luck or Skill] on Resin. Cr4, Chance 11
>-Quickdraw C7
>3! 2fc Shoot Wasp (5ish) 6-shot-burst. Acc14
>1! Order Gunner 333 334 to Cover Trooper 223 and Techer Skantarios

==Resin==
Ht 10/10 Focus 9/14 Reaction 8
AP 12 Grit 2 Crunch 4
--
Accuracy 10
Fieldcraft 10
[Chance] 10

--
-Def: [Light] (DR 1; Consumables are 4!)
-ManipArray:
2! to [Manifest]. 4 Range.
1! = +1 Skill. -1Skill =+1Target/Range. -2Skill = +1Crunch. -1Crunch=+1Range
Maintain / Repeat with 3!.
-TrenchKit
-C7: 6/18ammo
-6! Emitter
>>
>>2758097
'>Broadcasting the same action 3 times (move 1, move 1, no really, move 1) still just means they roll versus it one time. If you wish to force a command, you can, as with everything else, spend AP on it to make it more likely. In this case, the spent AP functions as a penalty to their resistance.
I didn't think I could spend AP on an action that auto-succeeds.

>>2758097
'>Fire Your Weapon is 3 AP if they have a Chirni.
It costs the same AP to Overwatch as it does to use an item, weapon, or action? Is it possible to Overwatch with talents and grenades?
>>
>>2758109
Yes.
>>
>>2757949
>>2758001
>Wait for stun grenades to go off.
>Control: Voltera. 9 hexes away, +5 Range. Boost chances by 2. Open doors from connection. Move 6x2 1x2. 1*5+2+1+1*4 AP.

==Lt. "Rookie"==
lvl 4
Ht 10/12 Focus 8/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-14
Fieldcraft-12
>[GRIT] is Range. 1 AP or Focus:+1 Range. 2 AP:+1 AoE.
>Spend AP interchangeably on any unit, 0 AoE. 1 AP or Focus:4 HT damage, 0 AoE. Both auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range. 1 AoE, finds Connections.
>Spend 4 AP to manifest a Projection within Range, which has AP = Your AP. Disappears at the end of your turn, and can otherwise take full actions.
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range; 1d3+M dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3, 2; 1d6 dmg)
Chirni77 (ammo 40/40 (2/2 rld); RoF +1/3, 2; AP 3; 1d6+2 dmg; [Reactive] - free Dodge or Overwatch)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone).
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch).
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18).
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18).
>>
>>2758097
''>Broadcasting the same action 3 times (move 1, move 1, no really, move 1) still just means they roll versus it one time. If you wish to force a command, you can, as with everything else, spend AP on it to make it more likely. In this case, the spent AP functions as a penalty to their resistance.
Do I still have to roll if they're stunned or they have no AP? Do the Focus and Wards still take effect?
>>
>>2758102
Yes. 20 minutes. Which is to say, now.
>>
Rolled 1, 2, 3 = 6 (3d6)

>>2758132
!
>>
>>2758097
>They roll to resist that command, when it happens. If you asked someone to move 111, 222, 333 that would cost 9 AP. They would roll against it as a single action ("Resist the urge to move"). They would not roll 9 times against each individual movement.
If the mind control fails I still lose the AP I would've spent had it succeeded and they moved, or I still lose 3 AP to make them move 1x3 whether or not it succeeds?

>>2758139
god damn it
>>
File: Manor_17.jpg (3.09 MB, 3523x3915)
3.09 MB
3.09 MB JPG
Nightfall

==Trenchers==
Tr1 | Stump [ Ht 7 Focus 6 ]
>*
Tr2 | Rookie [Ht 10 Focus 6]
>Tr3 | Zero KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 7] [5 Potential]
Tr8| Gale [Ht 12 Focus 0]
>Pi9 | Milksop [Retreat]
>Te10 | Karla KIA
Re11 | Resin [Ht 12 Focus 11]
>Te12 | Blargh KIA
Tr13 | Skantarios [Ht 12 Focus 12]
Tr14 | Sneaky [Ht 12 Focus 12]

==Allies==
Supplies: 2
==Allies==
Tatiana Squad: 1 Hunter-Killers
Righteous Raven: 2 Veterans, 1 Hazer
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieldtrooper.
Unqualified Squad: 2 Troopers, 1 Veteran.

Viable Vulture: 1 HazoCom, 1 Trooper
==Casualties==
17 Troopers, 5 Vet, Other, 1 Trencher, 3 Techer, 1Hazer.

--

We flash and clear the interior - but the Veterans meant to execute the maneveur too are blinded, shuddering and trying to blink out the after-image. The HazoCom shoulders his rifle and flicks their googles to target acquisition mode.

--

In a deft display of blademanship, Trencher Stump dispatches an Arcani then avoids a counter-stroke.

[ ENEMY PHASE ]
>>
>>2758145
'>Oh yeah!
'>Sneaky busts through the door like the Kool-Aid Man.
fucking kek

'>NO! Critical resist!
>>2758139
>>2758097
'>Broadcasting the same action 3 times (move 1, move 1, no really, move 1) still just means they roll versus it one time. If you wish to force a command, you can, as with everything else, spend AP on it to make it more likely. In this case, the spent AP functions as a penalty to their resistance.
Was there a way to have lowered his chances or penalized him enough for him to fail, or was the crit-success a guarantee for him to resist?
>>
>>2758145
>>Te10 | Karla KIA
>Deploy 2 Troopers off-map to secure Karla's supplies and corpse. 1x2 Supplies.
>>
>>2758026
'>Grenades do (can't quite see your target)
Do to-hit bonuses or penalties on a target or person apply to thrown grenades or fired ones from a GL, shells, and bombardments? Does it change whether it’s aimed at a person or the hex they’re on?
>>
File: Manor_18.jpg (3.19 MB, 3523x3915)
3.19 MB
3.19 MB JPG
Nightfall

==Trenchers==
Tr1 | Stump [ Ht 7 Focus 6 ]
>*
Tr2 | Rookie [Ht 10 Focus 6]
>Tr3 | Zero KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 7] [5 Potential]
Tr8| Gale [Ht 12 Focus 0]
>Pi9 | Milksop [Retreat]
>Te10 | Karla KIA
Re11 | Resin [Ht 12 Focus 11]
>Te12 | Blargh KIA
Tr13 | Skantarios [Ht 12 Focus 12]
Tr14 | Sneaky [Ht 12 Focus 12]

==Allies==
Supplies: 2
==Allies==
Tatiana Squad: 1 Hunter-Killers
Righteous Raven: 2 Veterans, 1 Hazer
Blue Rat: 1 Veteran, 2 Troopers, 1 Shieldtrooper.
Unqualified Squad: 2 Troopers, 1 Veteran.

Viable Vulture: 1 HazoCom, 1 Trooper
==Casualties==
20 Troopers, 5 Vet, Other, 1 Trencher, 3 Techer, 1Hazer.

--

We breach the manor, but the walls themselves collude to stop us. The floor shifts and realigns. We are not welcome here. This is not home.

--

[HazoCom]: I've disabled the husk. Lost primary target. Breaching this... wall. This feels like a scenario 70-D-A5. I suggest you acquire breaching charges.

--

We clear up the stragglers in the courtyard, maintaining control of the field. The Pytherian Standard is vulnerable.

--

[Sergeant Vladimir]
I THOUGHT THIS POSITION WAS SECURE

H-HELP! WE'RE BEING OVERRUN! WHERE'S OUR HEAVY SUPPORT!?

[ Trenchers to act ]
[ Voltera is focusing on resistance. He will not be susceptible to control this phase. ]
>>
>>2758170
Are you asking if to hit bonuses or penalties apply when attempting to target a person?

The answer is yes.

You will not have an easier time hitting someone just because you aim at the hex they happen to be occupying. Tohit penalties apply all the same.
>>
[TS Liren]

Trenchers, be advised. Operater Soul Voltera is somehow controlling[ the building. You have to disable his connect to the grid!
>>
>>2758173
>>2758170
I was asking particularly for the grenade's and similar landing and AoE effects. I figured it applied to smoke and obstacles for having a grenade land since the entire hex would be obscured. I was also wondering to to-hit penalties and bonuses applied to the grenade's landing if there were people on that hex.
Is it possible to spot for a grenadier to increase the chances of their grenades landing? >>2737850
Would spotting for a rifleman require intel-sweep, or are there other ways?
>>
>>2758178
You can absolutely work together and spot for each other. Spotting for a rifleman is the same. AP applies a +1 Bonus to attempt a specific action but nothing stipulates it has to be your action.

intelsweep marks all in a given area and reduces their cover, so it is a little different than spotting.

( If you are trying to help someone, you do need to be in a position to viably help them. You can't spot a shot for someone who is on the opposite site of the map in a soundproof chamber versus a target you can't see )

For grenades and so on, the penalties do apply, even if you are targetting a hex or a person. You can't "aim better" by targetting the ground at someone's feet.

For instance, if a ResOp has applied a -4 penalty to hit them, firing a grenade at their feet won't circumvent the penalty.

If you are dodging, firing next to someone and trying to capture them in the AoE won't invalidate their dodge.

If there is a penalty to hit a target it also counts for grenades and so on.
>>
>>2758172
How strong are those walls?
>>
>>2758194
>>2757975
We have to [Fieldcraft] Analyze.

>>2758188
‘>You can absolutely work together and spot for each other. Spotting for a rifleman is the same. AP applies a +1 Bonus to attempt a specific action but nothing stipulates it has to be your action.
It's possible to do the same for other actions, like giving advice at 1 AP: +1 Bonus for [Fieldcraft], or does it require [Fieldcraft] to be at a certain level versus the receiver?

>>2738029
If I use mind bullets AoE, will it hit everyone including myself, or can I exclude people? Does exclusion persist as it does for >>2743465
'>[Psionic Maelstrom]

>>2737780
Does the stun grenade's AoE that ignores cover include walls from landing outside an enclosed room, and roofs from landing underneath one? Do units have to be facing the stun grenade for it to stun them?
>>2737986
What's the range and stats of [Flash]'s effects, same as stun grenades? Do units have to facing the [Flash] to affect them?
>>
Rolled 4, 1, 2 = 7 (3d6)

>>2758197
>>2758172
Okay.
>[Analyze] the walls
>>
>>2758202
No DR?
and shouldn't that be 9 AP
>>
>>2758204
I was wondering the same.

>>2758202
So we can use [Analyze] and [Scan] actions before submitting the rest of our actions?
>>
>>2758199
>>2758204
>>2758199
These are hardened walls. 5 HP. If they occupy half a hex or more 10 HP. If they occupy a full hex 15 HP.

In every state, the walls have 3 DR.

You have a further 9 AP.
>>
>>2758205
To be specific, nothing actually stipulates you have to do all your actions in one go. You can perfectly well preserve AP waiting for someone else.

It's partially why having >greentext everywhere in the thread is really bad comms discipline.
>>
>>2758172
Need help, operative?
>>
>>2758208
[Hazer92]

. . . You can go.
>>
>>2758172
>move 454
>deconstruct the door (6 AP)
On me, Rookie. I'm clearing a path for you.

==Sneaky==
Ht 12/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
[Oathbound Intransigence]
When dead, stand up for 4 AP and -3 Max Ht
Speak a Ban or an Oath for [AP] cost. Target unit within direct LoS cannot perform Banned action this turn OR gains +ToHit/Effect = AP to doing single action.
--
Hand1: Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])
Armor: Medium (DR 3)

Inventory:
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Frag x2, Smoke x2, Stun x2, Field Kit x2, Gasmask
Knife (1d3+M, multitool)
>>
>>2758210
Right.
>>
>>2758213
Oh. I was going to make a ladder to the roof, run over to near Voltera, then mind bullet him into unconsciousness. >>2758172
Would there be any complications to trying to mind bullet him through the roof versus a wall?
>>
>>2758218
Alice can get into range to spot for a heavy earth buster.
>>
>>2758218
You can do that, then. I'm gonna breach from the inside with the rest of the group.

Isn't he resisting also?
>>
>>2758220
We don't want to KILL Voltera though.

I'll try to damage the thing he's plugged into. Join me through the southern corridor.
>>
>>2758172

>Sprint 6-5-5-6-6-6-5-5
>Fire at bikerman
>Exclude allies from mindblast

"On my way, mortar squad. Now I just need this biker to stay still so I can kill him."

Skantarios
Ht 12/12 Focus 12/14 Reaction 9
AP 10 Grit 3 Crunch 0
--
Accuracy-10, Fieldcraft-12, Talent-Maelstrom
--
Veritas: Ammo 8/8 (1/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast]
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD] - free switch to pistol and back; RoF +1/3 at 2; 1d6 dmg)
Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out). Gasmask (4 AP; Immune to Particles and Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2758221
>>2758172
">[ Voltera is focusing on resistance. He will not be susceptible to control this phase. ]
He's resisting against mind control, not mind bullets. Resisting mind control rolls against Focus, Wards, and other bonuses to not do the action. Mind bullets attacks Focus > HT. It's possible to make an attack stun or put into unconsciousness than kill.

>>2758220
That could work, I could also make charges to blow a hole in the roof.
>>2758172
Looking at the map, I think it's possible to redeploy to the S edge.
>>
>>2758218
It seems that so long as Operator Soul Voltera is connected directly to the grid of the building, he is...

Well, Trencher, he is the building . For all intents and purposes, he is the walls, the windows, the doors.

And buildings don't commonly fear the fraying pull of psionic attacks. He likely resists the flow and ripping current as a wall does the wind! That's why the STUN GRENADE had NO EFFECT.
>>
>>2758227
We retreated from the southern edge and gave up our entire position there. You cannot redeploy to a vector that we retreated from.
>>
>>2758228
>>2758227
'>He's resisting against mind control, not mind bullets. Resisting mind control rolls against Focus, Wards, and other bonuses to not do the action. Mind bullets attacks Focus > HT. It's possible to make an attack stun or put into unconsciousness than kill.
Oh. So this applies to both then.
Does this mean Voltera has the same HT and DR as a wall would?

>>2758229
Huh. Didn't know that.
>>
>>2758227
Buster's faster, reinforcements will be here soon.
>>
Rolled 2, 4, 2 = 8 (3d6)

>>2758225
Rolling to shoot bikerman
>>
>>2758225
You could've Redeployed to C2, saving 2 Focus.

>>2758235
You're right. You call a Buster on the generator form South-West corridor of compound, one of us [Spots] and adds ammo?
>>
File: 1506816644701.png (355 KB, 398x677)
355 KB
355 KB PNG
>>2758231
Rookie, I have a plan to grab Voltera quickly, but I need your help.
Here's the shortest route to get to Voltera that I could come up with, but we need to get to him quickly before the building shifts any further.
The more hands I have in deconstruction here, the faster we can progress...
But from my current position, starting next turn, I can grab Voltera with 20 AP.
>>
Rolled 4, 3, 2 = 9 (3d6)

>>2758172
Grrrr! I was so close!

>-Gain potential
>-Sprint (2Focus)
>Sprint 244 334 44 (4Ap)
>Dump 1 Ap into Potential
>Call a Heavy Earth Buster 443 (5Ap)
>-Dump however much Potential is needed into the event "the Buster scatters to 3 for exactly 1 hex"
->Overwatch spending Potential to negate incoming damage

==Alice==
Ht 11/12 Focus 6/12 Reaction 9
AP 10 Grit 4 DR 3 Potential 4
--
Accuracy-10
Fieldcraft-12
--
Hand1: [Vindicator GL] 5AP, 3d6x2 AoE 2, 2/6 [2/2], RoF +1/2 at 2, smoke, fire (2d6), stun (4d6, +1 AoE, no cover), jam on 17+
--
[Gasmask] 4AP, Immune to Particles and Hazards.
[Pistol] 3 AP, 1d6, 18/18 [2/2], RoF +1/3 at 2, Quickdraw
Knife: 3AP, [Sharp Edge], 1d3+M
Multitool
x2 Smoke (-1 to hit per smoke hex, disable overwatch)
x2 Frag (AoE 1, 3d6+2, rend 1d3 armor, dud on 17-18)
x2 Flash (AoE 2 3d6 Ap dmg, no cover, -2 to actions, dud on 17-18)
[Expressive Conductive Power]
1 AP makes you crit on 1-7 this turn.
Generate 1d6 Potential per turn. Within LoS, add Potential to any event on a 1:1 basis or to negate events on a 1:1. Spend 1 AP to generate 1 Potential.
Roll vs currently accumulated Potential to manifest Force at Margin at any point within GRIT.
>>
>>2758240
Understood. I'll order the Vets to help with their [Multitool].
>>
>>2758239
I already tried exactly this, but more help wouldn't be bad at all.
>>
>>2758245
The problem with the plan here is that it starts next turn.
If the building changes any, then I'll have to reroute.
The more hands I have though, the more focus I can store for a rapid push to snatch Voltera...
We might be able to grab the poor bastard right under their noses.
>>
>>2758172
Processing in 30 minutes
>>
Rolled 6, 6, 2, 2, 3, 2 = 21 (6d6)

>>2758172
Save one of their knives for me.
> move 4334
> equip gas mask
> fieldcraft analyze hazocom operative
> fieldcraft analyze arcani battle tactics

+1 Focus, from 1 Kill/Incapacitate

==Stump==
Ht 7 Focus 5 Reaction 10
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Hands: Chirni-77
>>
>>2758172
>[Link] <However many troopers are needed to move 1 AT gun and drive 1 Bike> Troopers & SST @ SW flag. Deploy more Troopers if needed more to push. [Command] Cart 1 AT gun and 1 Bike back to base. 1+1 AP.
>>2758225
>[Link] <Rest of Troopers and SST> @ SW flag. [Command] Redeploy to C2. 1+1 AP.
>Deploy 2 Troopers C2. 2 Supplies.

>>2758240
>[Link] 2 Veterans & 2 Troopers @ AT guns. [Command] Break out 2 boxed in Veterans. 1+1 AP.
>[Link] Broken-out veterans, NE squad, and Hazer. [Command] Follow >>2758240 plan. 1+1 AP.

>>2758241
>Add 2 shells. 5x2 AP.
>>
>>2758258
Access denied
>>
>>2758258
Willing to die for the cause, the Arcani threw a cluster grenade at their own feet.

They will always do this, in the end, if cornered, for it is better to meet the Eternal Flame on their own terms than to let themselves fall by hostile hands.
>>
>>2758276
Wait what? Hazer is gonna die?
>>
>>2758279
He assured me he had it under control.
>>
File: Oh Shit.png (1.87 MB, 1301x944)
1.87 MB
1.87 MB PNG
>>2758279
A difficulty presents itself in the current duel.
>>
>>2758099
>>2758252
Thanks for the turn announcements, makes it much easier to plan and know the time limit for submitting turns.

>>2758289
>>2758172
Oh shit. That's a grenade marker. I thought that meant someone was injured.
>>2758285
I guess for completing the secondary objective.
>>
>>2758272
Apologies. Spent 2 Supplies to recover Techer Karla.

Our current Supply is 0.
>>
>>2758292
>>2758159
Oh. So the command got processed. We'll make do.
They don't have to recover the corpse too, just the supplies are fine. Ukarl's corpse is more important.
>>
File: Manor_19.jpg (2.85 MB, 3523x3915)
2.85 MB
2.85 MB JPG
Nightfall

==Trenchers==
Tr1 | Stump [ Ht 7 Focus 7 ]
>*
Tr2 | Rookie [Ht 10 Focus 6]
>Tr3 | Zero KIA
Te4 | Tatiana [Ht 7 Focus 12] [4 Heat]
>Ot5 | Alice [Focus 8] [The Eye 2] [Animus 4] [Vitae 3] [ KIA]
>Te6 | Ukarl [ KIA ]
Tr7 | Alice [Ht 11 Focus 5] [10 Potential]
Tr8| Gale [Ht 12 Focus 0]
>Pi9 | Milksop [Retreat]
>Te10 | Karla KIA
Re11 | Resin [Ht 12 Focus 11]
>Te12 | Blargh KIA
Tr13 | Skantarios [Ht 9 Focus 10]
Tr14 | Sneaky [Ht 12 Focus 12]

==Allies==
Supplies: 0
==Allies==
Righteous Raven: 2 Veterans, 1 Ha